Just been talking to Ben about my private plans for DXAG I spent a little time on, but gave up after making significant progress because of the community being empty. I haven't mentioned this to anyone but Alex and Ben, so I reveal to you my hidden plans.
DXAG as you may know is based off Enemy Territory and Team Fortress, so when I found tom tallian's
low poly character classes I screamed with joy at the very thought of revamping DXAG to emulate TF2's (at the time) balanced standards. First thing I did was rip from the actual TF2 then scale all textures to size by stealing from the original game's textures so they aren't low quality. I decided that even then the models would be too short for Deus Ex but then I realized this can only add to my advantage of the eventual map design I dreamed for, because I don't particularly like the idea of classic DXAG being TDM.
So eventually I got the models in game without animation but most importantly to my advance I made a working Flamethrower!!

Although it was basic as fuck I was right proud of myself because I had NO prior experience in modeling ... despite it being from programs and tutorials handed by yourselves, thanks for the countless posts I used on and off-site especially Derek's. Anyway a problem came which would of taken a lot of time, which would of been the final thing before coding: animating. Now this is a major problem for me, because it's different to convert and texturing a model rather than animating a model, which I have no idea how to do it! That's when I decided to give it up before I spent too much time learning because no one would play the mod.
My future plans were to:
Animate 1 character, The Engineer because his TF2 model is animated most similar to Deus Ex classes. Use him as the base
Animate all characters
Animate all weapons in both views
Code medi-gun beam
Get someone to help me with making each class working, due to different animations
Balance weapons, code any if needed and make classes to use different health and speed systems.
Compile
Alpha test; small 3v3 game to check if everything is okay
Develop "ubercharge" interface for the medic
Code the ubercharge
Code the sentries, using the turret models and AI
Code dispenser
Code deployable teleporters, possibly using SG coding if Nobody was feeling up my request
Develop "metal" and "build/demolish" interface for engineer
Model 3 sentry stages
Code the sentry to upgrade after 200 metal each time
Compile
Alpha test; 3 v 3 game with engineer tests
Compile everything to finish the actual DXAG mod.
Build a new MultiDX
Alpha test; 5v5 game with edited standard Deus Ex maps to test new build of MultiDX to be used in new DXAG.
Map cp_dustbowl, ctf_2fort, cp_gravelpit
Beta test; 9v9 game on all 3 maps
Ask tom tallian for permission
Ask Valve for (fan project) permission
Ask Ben and all those credited for DXAG for permission (PMSL)
Release
I honestly could of had that all done with help, I doubt it would of taken too long at all seeing as everything is generally there.
Sorry for those fans of TF, ET and especially DXAG if I hyped this a little, it is never coming out and please do not convince me. Like I said earlier no one would of played it to work enough, it requires 9v9.