What mod makers used to do was release the mod in waves. Maybe the first beta version used the majority of assets already available from the source game, but added some new gameplay rules. Oldschool gamers like me will remember that the original grappling hook in Quake 1 was the Axe weapon id already had in the game, as an example. Rather than concern themselves with making new models and textures right away, they added new functionality. People would even run their mods in existing maps so they could get it out there to the public fast. Later they would add new maps, textures sounds, models, etc, in subsequent versions.
The key seemed to be that if the GAMEPLAY concept you were developing was fun and interesting, people would stick around to watch the game evolve. Threewave CTF and all the other quake CTF flavors started out very simple, and evolved into their own monsters. I remember a simple mod for quake that was called Jailbreak. The first maps were dirt simple looking, but it was so fun to play, no one cared. Jesus, Tribes 1 based it's entire success on gameplay over graphics.
I think some of these TC and Mod makers need to quit worrying about perfection with these modern uber-engines, and start out with adding gameplay elements to existing assets. It seems they come up with these grand mod ideas, and quickly find themselves burried in a second full time job that isn't paying. Worry about the art later. If your mod is worthy, you will have plenty of time.
BF2 Player Name: "MindTrigger"
"Sometimes I think I'd be better off dead. No, wait, not me, you."
He cut the possum's face off then cut around the eye socket. In the center of the belt buckle, where the possum's eye would be, he has placed a small piece of wood from his old '52 Ford's home made railroad tie bumper. Damn, he misses that truck.