Tito Anic
TNM quest design from storytelling POV: well, I'd say off the bat it's not on Deus Ex's level because of how immersive, informative and relevant to real life Deus Ex can often be, while TNM is wacky fanfiction and proud, but nonetheless it's very good for what it is and ingenious in its own right. The unique setting allowed the devs to get very creative, and they didn't really waste it. The level of reactivity is surprisingly high. Even if you have no idea of the shenanigans the characters/setting are based on it's pretty much always interesting. It does well to in most cases attempt humor, which of course fits the setting and premise. Ultimately though, storytelling and writing is not my speciality and I made sure to tread very carefully around it all in GMDX in every facet because I don't consider myself qualified to touch it, so I'm not the best person to ask here.
TNM quest design from a gameplay POV: this is my thing. Absolutely not on Deus Ex's level. Firstly they send you to too many office buildings. Office levels do not really make for great gameplay no matter how you cut it (copy-paste cube farms, layouts based in real-world efficiency, minimal verticality and general variety etc). Especially not in such high frequency. Perhaps the design lead went to the same game design school as Human Revolution's, as that too was a game that thought office levels in abundance was a good idea.
The branching questlines are nice on paper, but it essentially results in two 15 hour games with some overlapping missions rather than one meaty 25 hour game as with Deus Ex (which is infinitely replayable). This is especially relevant for an RPG, where long-term strategy, character building etc is of high importance. As codexers will know, RPGs need to at least be a non-determined minimal length. We had a thread recently. But I won't knock this too hard. It's extremely ambitious for a mod.
Some quests are also unusual, for example there's this puzzle-horror one where your character build is irrelevant. No stealth, no combat, no lockpicking, no environmental training, no inventory relation, just pure tricks and traps that require logic/player skill/trial and error. I don't mind it but it should have been designed blended with RPG conventions and Deus Ex's general core gameplay, if only because the game's pretty short as it is and the core game is cut down further by this divergence.
Now that said there's plenty good too: there's often multiple solutions to completing your quest as you'd expect, figuring out what to do is engaging and simultaneously intuitive in most cases. They got creative with mission objectives too, mostly in a good way. There's a quest that only offers a bonus reward if you finish it from start to finish non-lethal, which while not what the Deus Ex devs would do, I personally think the extra pat on the back for non-lethal players is justified (as long as the whole xp system isn't based on this and it's a one-off event), as well as it throwing a spanner in the works for lethal players to step out of their comfort zone and go non-lethal, should they want that bonus reward. Yet at the same time it does shoehorn all playstyles into taking non-lethal approach here, but the key thing is this is a one-off event, not the whole game.
I've only played the mod 1.5 times. I'm a fan and simultaneously not one. It's incredible for a mod, and easily somewhere in the top three best Deus Ex mods, but it does have its handful of shortcomings that prevents it being on Deus Ex's level...yet I wouldn't expect that from a fan-made total conversion, with that fan-based comic fanfic setting. However that we are comparing it to Deus Ex to begin with shows what an accomplishment it is, and it absolutely deserves its positive reputation.