Yup. It takes place in a very small part of the very large province of Tatterdemalion on Secunda. It will be an entirely new worldspace, with new textures, weather, monsters, armor, weapons, etc. I'd say more but we're still exploring what can be done with the CK, with much assistance by the illustrious Pastaspace / Trainwiz.
The one-sheet is entirely original artwork by http://www.minaroy.com/, but the three-sheet was made during Christmas while we were all broke, so I had to dig around some other places. Hopefully since there's absolutely zero possibility for monetary gain, the original artists won't be too put off. And anyway, it's only promotional material until the website goes up. Then we'll decommission the three-sheet, I suspect.
Originally we were going to do a much smaller mod, and with a very casual approach, but Michael Kirkbride popped in and really let us have it with both barrels. He was right: if you're going to do something, aim as big as you can. And if you're going to aim big, he said, you have to do it right, with professional structuring and methodology. Otherwise you're just wasting your time and everyone else's.
It was a big deal, a real eye opener. He had a lot of advice to give us on how to get things done, where to start, how to get art assets made, that sort of thing. And since he and Kurt Kuhlmann came up with a lot of the original void travel lore, he's very invested (literally) in seeing this mod finished. He's turned the mod from something that we'd "kinda enjoy working on for a while maybe for a laff" into something that Has to be Done. It Will Happen. It Must Happen.
Yeah the website is left over from when the mod was originally going to take place on Masser. One of Kirkbride's requirements for his assistance was that the mod had to take place on Secunda instead. Pretty much the first lesson he taught us was, when a venture capitalist has stipulations, you do them. Because you need the money, and he has the money.
I strongly suspect that, at the end of this, we're going to try to write a series of articles or essays about how we did the mod. There's a lot of design techniques we're learning that are (in my opinion) not intuitive, but can prevent a lot of headaches for other mod makers in the long term.