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read up on previous happenings...
check out, if you will, on older stuff that made it into the news on this site. wallpapers,
maps, updates and tons of other interesting "ancient" stuff awaits.
monday, april 21st 2008 |
aeon's two worlds faq - update v9.4
a while back i wrote a little faq on two worlds for a forum, but never got around to converting it to html. here you now find the very latest version of:
aeon's two worlds faq - v9.4
the release includes a total of 93 q&as, plus many tips & tricks.
friday, april 18th 2008 |
aeon's advanced jade empire faq - update v6.2
more details on jade empire and the multitude of gameplay alternatives unveiled, in the latest version of:
aeon's advanced jade empire faq - v6.2
a massive q&a update should help out in just about every situation. if you are looking for some amusement, the very large quotation sections should be of interest. and if you are into romance, find details on how to romance dawn star & silk fox, and turn them to the "dark side".
the release now includes a total of 186 q&as, plus many tips & tricks, and other curiosities.
aeon's faqs on faqs.ign.com
all my faqs are now also mentioned over at faqs.ign.com.
a big hello and welcome to my site, should you just have made if from over there.
friday, march 21st 2008 |
aeon's advanced jade empire faq
if you are interested finding more in-depth information on jade empire, then take a look at the very first version of:
aeon's advanced jade empire faq - v1.0
presently the misc section, and the extensive list of in-game tips should be noted. much more is still to come in the next versions.
the release includes a total of 48 q&as, 2 quotations, plus many tips & tricks, and other curiosities.
wednesday, march 12th 2008 |
aeon's sam&max season one faq
if you are interested in a nicely formatted faq for sam&max season one, featuring the episodes 101 to 106, then check out:
aeon's sam&max season one faq
folks that have played and finished all the episodes should find much amusement reading up on all the original sam&max quotations. plus the q&as that try to point out the more special & fun things in each episode.
newcomers should find the q&as with puzzle hints helpful. and if you ever get stuck, the condensed, easy to read walkthroughs will quickly get you through each episode.
the release includes a total of 35 q&as, 321 quotations, and 6 walkthroughs, plus many tips & tricks, and curiosities.
friday, february 1st 2008 |
aeon's secrets of jedi outcast faq
more gaming nostalgia, playing good old star wars games using the quake 3 engine. so be sure to check out the secrets of star wars jedi knight - jedi outcast:
aeon's secrets of jedi outcast faq
the release includes a total of 48 jedi outcast secrets, 19 special areas, 28 supply key, and 28 supply crate locations.
saturday, january 19th 2008 |
aeon's secrets of jedi academy faq
now for a bit of gaming nostalgia. i have started to play the good old star wars games using the quake 3 engine. so if you are still wondering about the secrets of star wars jedi knight - jedi academy then check out the:
aeon's secrets of jedi academy faq
this first release includes a total of 56 jedi academy secrets, 6 special areas, and 1 easter egg .
saturday, october 27th 2007 |
aeon's secrets of dark messiah faq - update v1.14
if you are still looking for secrets in dark messiah of might and magic then read the updated:
aeon's secrets of dark messiah faq v1.14
the update includes 1 additional secret, and 11 additional special areas. thus a total of 52 dark messiah secrets and 47 special areas are now listed.
monday, october 22nd 2007 |
2wimap - the two worlds interactive map - online!
after some more testing and editing i can now present the online version of an interactive map for the rpg two worlds, in english and german:
two worlds interactive map - online! @ æon's rpgs
the locations of cities, villages, every plant, chest, and wardrobe, plus much much more information, can now be found in this interactive map.
g3imap - the gothic 3 interactive map - online!
aho generously let me use the data for his offline tool:
g3imap - the interactive map for gothic 3. after extensive testing and editing i can now present the online version of this tool, in english and german:
gothic 3 interactive map - online! @ æon's rpgs
any npc or quest-giver you may be looking for, any skill/perk you want to learn, any hidden cave or item, etc... you will find them all in the interactive map.
sunday, september 16th 2007 |
new site launch - aeon's rpgs - featuring gothic 3
the new site features extensive (and quite unique) quest lists
for gothic 3. it is bilingual (english and german),
and some of the content in the quest list tables is even in
english, german, french, spanish, and italien. also check out the a small gothic 3 faq and the list of spawn codes
for items (console commands) for the game.
hop right over to:
æon's rpgs (english)
or if you prefer:
æons rpgs (german)
for those interested in a more detailed feature list:
the following was done with the help of the morras with honor (german board):
saturday, may 5th 2007 |
aeon's secrets of serious sam 2 faq - update v1.03
updated the:
aeon's secrets of serious sam 2 faq v1.03
fixed a few typos, and added info on the previously mentioned easter egg.
tuesday, may 1st 2007 |
aeon's secrets of serious sam 2 faq
serious sam 2 has been released for quite some time now, but maybe you are still interested in giving the game another spin, checking for all the secrets you may have previously missed? if so, check out:
aeon's secrets of serious sam 2 faq
screenshots make it easier to find and spot not only the secrets but also a few special areas in the game. so far a total of 107 secrets, 10 special areas, and 1 easter egg are listed.
monday, april 23th 2007 |
aeon's secrets of sin emergence faq - update v1.28
just updated the faq for sin episodes - emergence to:
aeon's secrets of sin emergence faq v1.28
added another 3 specials... so far a total of 44 secrets, 40 special areas, and 1 easter egg are listed.
friday, april 20th 2007 |
aeon's secrets of sin emergence faq - update v1.25
you played through sin episodes - emergence and are now wondering where the last few secrets you missed are located? if so, check out the updated:
aeon's secrets of sin emergence faq v1.25
added another 25 specials to show amusing signs, point out easily overlooked areas, list more of the objects jessica reacts to, started to add objects jc reacts to, etc...
so far a total of 44 secrets, 37 special areas, and 1 easter egg are listed.
misc site changes
the menu item gaphics for the faqs is now wider, to allow for longer faq names. in this case for the sin emergence link.
updated the table of contents for the dark messiah and prey faqs, should be easier to read now.
wednesday, april 18th 2007 |
aeon's secrets of sin emergence faq
you played through sin episodes - emergence and are now wondering where the last few secrets you missed are located? if so, check out:
aeon's secrets of sin emergence faq
screenshots make it easier to find and spot not only the secrets but also the special areas in the game. in addition, there is a list of freeport phone numbers, plus some amusing posters, not to forget a tips and console command section. so far a total of 44 secrets, 12 special areas, and 1 easter egg are listed.
friday, april 13th 2007 |
aeon's secrets of prey faq
you played through prey and are now wondering if you actually found all the hidden areas and spirit walk secrets? if so, read:
aeon's secrets of prey faq
again, screenshots are used extensively to make it easier to find and spot the special areas in the game. note that per se prey does not mark secrets, these are areas a bit off the trodden path. there is also a tips and console command section. so far a total of 18 (spirit walk) secrets and 22 special areas are listed.
monday, april 9th 2007 |
aeon's secrets of dark messiah faq - update v1.02
if you are still looking for secrets in dark messiah of might and magic then read the updated:
aeon's secrets of dark messiah faq v1.02
the update includes 2 additional special areas. thus a total of 51 dark messiah secrets and 36 special areas are listed.
friday, april 6th 2007 |
aeon's gothic 3 faq
should you happen to have played the really awesome fantasy rpg called gothic 3, you may be interested in a few tips - on how to get more out of the game. if so, then give either
aeon's gothic 3 faq (english)
or
aeon's gothic 3 faq (german)
a try. this is the first time i am releasing an english and a german version of a faq. this has to do with the fact that gothic 3 was developed by a german team, and thus also has a large german following.
the faq covers various topics such as battle tactics, gameplay tips, inventory infos, movement suggestions, details on perks and attributes, details on secrets, thieving, and proper saving. so far a total of 39 q&as have been added.
new guestbook and cleaning up site
with my last free guestbook, there were issues with misuse. but since recently the provider of free counters - that i have been using for many years - also added free guestbooks i decided to give it a try. the new guestbook should be a lot better now. give it a try if you like:
aeon's new guestbook
re-arranged the main menu a bit, to make the faq section stand out more and making it a bit easier to find the faqs.
friday, march 30th 2007 |
aeon's secrets of dark messiah faq
in case you love looking for secrets in dark messiah of might and magic and have been wondering if those secrets or hidden areas you found are all there are, then give
aeon's secrets of dark messiah faq
a try. the faq uses screenshots extensively to give you a quick and convenient overview. there is also a tips and console command section. so far a total of 51 dark messiah secrets and 34 special areas have been listed.
friday, march 16th 2007 |
kotor ii collages - 38 total
i recently got an email asking where my kotor ii collages were. i had simply never gotten around to creating them, so yesterday i finally got to build a few. after playing around with the clean screenshots - from a total of probably more than 1000 shots - i noted that a few collages would not be enough, so here are a whopping 38 collages.
for your convenience i have packed all 38 full quality images (1280x1024 @ 80% JPEG) into one zip archive:
download: aeons-38-kotor2-collages.zip (11 MB, http d/l)
hope these are of some use...
note the preview images are at 640x resolution. the full quality images are at 1280x1024 pixel resolution (80% JPEG) and need to be downloaded. see the wallpapers page for my other collages, if you will.
friday, june 23rd 2006 |
æon's quake 4 mapping faq - v3.2
the all new faq is intended for q3a mappers wanting to learn about the basics of quake 4 mapping. mapping beginners should also find many helpful tips. featuring 32 q&as:
æon's quake 4 mapping faq - v3.2 - html
changes since (internal) v0.97:
- sections: getting started, the basics, movement related elements, detail elements, debugging & finalizing the map, additional information.
- detailed step by step descriptions for teleporter, jumppads, acceleration pads, weapon/item bases, ...
- 3 new q&as
- 6 q&a updates
- 179 changes
- more quotes
æon's advanced kotor ii faq - v3.4
the faq was updated to version v3.4 now featuring 144 q&as for the pc version of knights of the old republic ii:
æon's advanced kotor ii faq - v3.4 - html
changes since v3.2:
- new section: raiders of the lost xp
- updated a few q&as
- 7 new q&as
- 10 q&a updates
- 33 changes
- more quotes
monday, december 5th 2005 |
æon's advanced kotor ii faq - v3.2
the faq was updated to version v3.2 now featuring 137 q&as for the pc version of knights of the old republic ii:
æon's advanced kotor ii faq - v3.2 - html
changes since v2.9:
- influence sections expanded.
- data and tips on lightsabers.
- the <player> crystal.
- information on several exploits.
- 23 new q&as
- 31 q&a updates, 2 splits
- 152 changes
- more quotes
friday, september 30th 2005 |
æon's advanced kotor ii faq - v2.9
the faq was updated to version v2.9 now featuring 114 q&as for the pc version of knights of the old republic ii:
æon's advanced kotor ii faq - v2.9 - html
changes since v2.7:
- influence sections split and cleaned up.
- 20 new q&as.
- 19 q&a updates, 1 split.
- 205 changes (as detected by araxis merge)
- further layout optimizations for html.
- a few tips on using kotor ii mods.
- more quotes.
tuesday, september 27th 2005 |
æon's kotor ii character collage - darth traya...
playing around with the CurSithLord variable in the kotor ii swkotor2.ini revealed one easter egg character: darth traya. initially planned as dark side version of atris - cut from the game - then turned out to be the dark side version of kreia. details on .ini editing can be found in the next
æon's advanced kotor ii faq
soon.
so i put together all the characters you will be able to see on kotor ii's main start menu screen:
shot | game | dimensions | size | date |
| kotor ii | 1280x1024 | 111 kb | 09/27/05 |
info: kotor ii - characters collage... some of the main characters of knights of the old republic - the sith lords: darth sion, darth traya, darth nihilus, kreia, and the exile. |
note the local download of the collage already is the *full* quality 1280x1024 image. see the wallpapers page for my other collages, if you will.
thursday, september 22th 2005 |
æon's advanced kotor ii faq - v2.7
the faq was updated to version v2.7 now featuring 94 q&as for the pc version of knights of the old republic ii:
æon's advanced kotor ii faq - v2.7 - html
changes since v2.5:
- new section: story speculations.
- 12 new q&as.
- 15 q&a updates.
- 167 changes (as detected by araxis merge)
- quests are now highlighted, found 2 more quests (110 total now).
- further layout optimizations.
- many more quotes.
friday, september 16th 2005 |
æon's advanced kotor ii faq - v2.5
a while back i started to play star wars - knights of the old republic ii - the sith lords, and was again very much loved the game. since i liked the prequel, this time round i took extensive notes of anything i thought could be interesting. thus i had a huge amount of information on hand. in the next step i put together another faq and posted the results on the official bioware kotor forums: storyline discussion - star wars: knights of the old republic.
the faq is a sticky thread over there called k2 - aeon's advanced kotor ii faq. this thread has seen my very first v1.0 release, then thanx to the extensive co-editing by greentwilek v2.0 was released. a week go i started to edit the faq again, the result is v2.5, where many small things have been fixed and updated.
since æon's is now php based i decided to write a php parser that would convert the original ubb based forum code to niced up html, making it trivial to update the html code from the ubb source code. the conversion worked so well, i am putting up the kotor ii faq though there is still a lot planned for it. note: ubb does not support in-page links (referencing), the html version of the faq *does*! check out the faq right on this site:
æon's advanced kotor ii faq - v2.5 - html
from the introduction:
v2.5 - 82 q&as, for pc version of kotor ii - 9/15/2005
edited by æon (c) 2005, co-edited by greentwilek (v2.0)
this faq is intended for the fans who have enjoyed kotor, played and finished the sequel, kotor ii, at least once, and are now wondering what quests, and other goodies they may have missed. in short, the faq is written for those that want to get more out of part ii of the game!
wednesday, august 17th 2005 |
æon's 2005 - 2nd site re-design
after such a long time i thought it was high time for a site re-design. initially i
had planned for flash to do the design again, but he had many other things to
do, so that i gave it a try myself. so here it is. in case you can't remember how this site used to look, click on the thumbnail on the right.
changes:
- the menu on the left now always shows the
sites section with direct links to my other sites.
- the files menu section sports a new entry called
misc, here you will find all the other downloads, like faqs or icons.
- on mapping article updated: in printer friendly
one page layout format.
- the collages on the wallpapers page are sorted into
sections.
- all pages have been
re-worked and optimized for the new design.
- site re-coded in
php, using style sheets, optimized for firefox web browser.
- the site should look good on firefox 1.x, and ok on opera 8.x. all other browsers will only show a feature reduced version of the page, i.e. internet explorer 6, since it does abide to css rules properly.
-
menu navigation shows "tooltips" when moving the mouse over the links when using firefox, opera does not show them with transparency alas, ie6 does not support them at all.
- browser detection code, that would have let me optimize the site for your browser had to be removed because the gamespy php server this is running on does not let you read that information.
- fixed many small typos and other inconsistencies.
feel free to comment on the new design or any bugs you notice with your browser on this site by posting something in the guestbook, thanx.
ghost in the shell - wallpaper
quite a while back i did a collage for ghost in the shell, but for some reason it never made into this site. while working on the re-design reminded me to finally put it up. so here it is. should you not know the movie, ghost in the shell is *the* anime to see, get the dvd, it is definitely worth it.
shot | game | dimensions | size | date |
| - | 1280x960 | 574 kb | 04/01/01 |
download: ghost in the shell collage...
or mirror @ fileplanet
among the mature intelligent anime movies none stands out more than ghost in the shell in my opinion, a definite must see. also be sure to check out the tv series ghost in the shell - stand alone complex. |
see the wallpapers page for my other collages, if you will.
wednesday, july 20th 2005 |
ænostalgia - site updates
there past weeks i have updated and changed quite a
few things on the nostalgia site. hop over there and check them
out, if you will.
- all the gray preview thumbnails now have cut off corners, imo that looks a bit nicer.
- coded a completely new template for the
configs pages, includes cfg parser.
-
2 new config pages for half-life 2 and unreal 2.
- coming up config pages for
pariah, tribes vengeance, scrapland, and republic commando.
- the
bestof section now sports screenshots for another 13 games.
- fixed several small code bugs, and several typos.
- fixed main page gfx glitch due to wide table in news.
- fixed subpage php code, to properly work again with updated php server.
- fixed style sheet mouse-over for links.
thursday, may 5th 2005 |
æstats++ development status
the development of æstats++ has started off quite well, presently the new parser aepar, will support every quake iii arena mod via external obituary .cfg files. alas i lost quite a bit of coding time, due to a pollen-allergy that hits me every year, plus in the last two weeks i was helping write an article on level editors and their sdks (sandbox, doomedit, hammer), so i did not get to do to much programming. but work will continue now. presently i am working on half-life engine log parser code (includes cs and tfc).
good news, i have received log files for ut2004 and counter-strike: source, so those two modern games will definitely be supported next. if you happen to have log files for doom 3 or any other "modern" shooter, do not hesitate to send me an email about them.
friday, may 20th 2005 |
æstats++ - site re-launch
since i am stopping development on æstats, and started the work on æstats++, re-coding everything in d, it was high time to update the old site (without frames).
visit the re-designed æstats++ site for future updates, if you will.
thursday, may 5th 2005 |
æstats++ development status
the development of æstats++ has started off quite well, presently the new parser aepar, will support every quake iii arena mod via external obituary .cfg files. alas i lost quite a bit of coding time, due to a pollen-allergy that hits me every year, plus in the last two weeks i was helping write an article on level editors and their sdks (sandbox, doomedit, hammer), so i did not get to do to much programming. but work will continue now. presently i am working on half-life engine log parser code (includes cs and tfc).
good news, i have received log files for ut2004 and counter-strike: source, so those two modern games will definitely be supported next. if you happen to have log files for doom 3 or any other "modern" shooter, do not hesitate to send me an email about them.
monday, march 28th 2005 |
æstats++ development in d!
just wanted to let everyone know that after about 2.5
years of not doing anything with æstats, code-wise, i have started
programming again. presently this is day 7 of coding (started 3/19/2005).
i am re-coding æstats in d, the project will turn into the
new stats tool called æstats++.
why would that merit much attention, you may ask?
because i recently learned to love a new programming language called
d. it combines the features of c and c++, but
packages everything in a very much more practical and more modern
language. this "adds" classes, garbage collection (no manual
memory allocation required, for all those "trivial" temp variables),
and *many* more features.
if you are sick and tired of ansi c (and all the forced use of
pointers, i.e. i have not used one pointer "knowingly" in d so far),
and find c++ just plain too bloated (in notation) and too slow, then d
could be interesting for you as well. i certainly will never go back
to c or c++. oh, and d can be learned very quickly, took me about a
week (to understand all the basics and start coding).
visit digitalmars.com for more
details, and for a quick rundown of d, visit the d programming language page for
more information. it will be well worth your time.
to the point: d lets me quickly program things that would be nearly
impossible in ansi c.
so what is the advantage of re-coding æstats in d?
new features! since the code is a *lot* more transparent, and less
error prone, it is much easier for me to add powerful new features.
basically all the things i had hoped to add to the (original) æstats++ project
will now be possible.
the first thing i have already added to the new parser of æstats++
called aepar are non-hardcoded obituaries.
this means you can now simply edit an easy to read .cfg text file to
add/change the obituaries of any game æstats used to support. this
also lets you "program" a parser for a new game mod, as long as it
abides to the basic format of a parser engine aepar already supports.
i.e. a new quake iii arena mod, called abc comes up: simply define a
new abs.cfg file, and define the mod "q3a" engine based. you can then
immediately generate stats for that new mod. i had already written a
"ripper" tool that let me analyze new log file formats, and extract
obituaries, i will update the code for it and release it with the
æstats++ package.
i am presently re-writing the parser code (based on the old preaes),
cleaning it up, optimizing the parser speed, fixing any possible bugs
along the way. q3a engine games will be supported first. from there i
will start re-coding the stats module. all in all i should be able to
finish recoding everything in about 2 months, if all goes well. And
release a æstats++ beta then.
what is planned for æstats++?
after re-coding, the old æstats code in d, plus adding a few new nice
features. the next step will be to add the following:
- æstats++ will let you "collect" all stats data in a
mysql
database. basically turning it into a real-time stats tool with stats
history. i.e. old log files could be deleted, only new logs would be
fed into æstats++ (huge project).
- the
web based pages will be
written in php, and contain tons of new info in
addition to you have come to know from æstats. since æstats++ will
be database driven, you can imagine all the nifty things you will be
able to look up. e.g. search for buddies, compare of stats etc.
- æstats++ may possibly turn out to be linux only. depends on if
it will be possible to control mysql from d, possible under
linux.
would the lack of an æstats++ windows exe be a problem to admins out
there?
- code a
parser script language that will let you program the log
parser to understand *any* log file format. this would let you e.g.
translate one log file format into another if you wanted. more
importantly, you could add support for any new game yourself. (no idea
when this will happen).
but i am getting ahead of myself. at the very least mysql has become
possible with d, so chances of that happening are a *lot* better than with
the old ansi c code æstats was written in.
feel free to email
aestats++ feedback:.
or if you want updated support for any of the gametypes æstats
supports, now is the time to ask for that support. since i am re-coding the
parser, i can add it on the fly. log files for new games æstats does
not yet support are also welcome, e.g. far cry, half-life 2, hl2 counter-
strike, doom 3, etc.
hope that is a bit of good news for the faithful æstats users out there.
friday, february 18th 2005 |
wallpapers - with new 640x preview images!
it was brought to my attention, that the small icons
will not really let you decide if an image is really worth the
download, and i agree. when you *now* click on the icons of
wallpapers, you will open a new browser window with a 640x preview
image of the collage. alas i can't put up the hi-res images, because
their file size is way beyond the 100kb i can get away with for local
downloads. hope this improves the viewing situation.
kotor wallpaper - kashyyyk
to complete the collection of knights of the old
republic collages, i built another wallpaper, this time for the
wookiee homewold of kashyyyk.
shot | game | dimensions | size | date |
| kotor | 1280x1024 | 402 kb | 02/18/05 |
download: kotor kashyyyk collage...
or mirror @ fileplanet
star wars - knights of the old republic: planet kashyyyk is the wookiee homeworld. gigantic trees dominate the planet's surface. the wookiees live in the upper levels of the forrest, the lower levels are filled with dangerous animals. |
see the wallpapers page for my other collages, if you will.
thursday, february 17th 2005 |
kotor wallpapers
since I am presently waiting for knights of the old republic 2 to
be shipped, i thought i'd just as well spend the time making a few kotor
collages using my more than 2000 in-game shots. after some editing i
quickly had 8 new wallpapers done.
shot | game | dimensions | size | date |
| kotor | 1280x1024 | 385 kb | 02/17/05 |
download: kotor dantooine collage...
or mirror @ fileplanet
star wars - knights of the old republic: planet dantooine is seat of the jedi academy and is mainly covered by grasslands. |
| kotor | 1280x1024 | 390 kb | 02/17/05 |
download: kotor korriban collage...
or mirror @ fileplanet
star wars - knights of the old republic: planet korriban is seat of the sith academy, the ruins in the valley of the dark lords are definitely worth a visit. |
| kotor | 1280x1024 | 314 kb | 02/17/05 |
download: kotor manaan collage...
or mirror @ fileplanet
star wars - knights of the old republic: planet manaan is totally covered in water. only an artificial island - ahto city - is above water. manaan is the only source of kolto, the most important ingredient in the production of health packs. the republic has built an underwater station here. |
| kotor | 1280x1024 | 381 kb | 02/17/05 |
download: kotor star forge collage...
or mirror @ fileplanet
star wars - knights of the old republic: the star forge is a gigantic space station in close orbit around the system's sun. with it's help malak - lord of the sith - was able to build his gigantic fleet. initially this station was build by the long forgotten race of builders, some 20,000 years ago. |
| kotor | 1280x1024 | 312 kb | 02/17/05 |
download: kotor taris collage...
or mirror @ fileplanet
star wars - knights of the old republic: planet taris sports a huge metropolis, that is past it's prime. beware of the undercity and the sewers! our intrepid heroes crash land on this planet, thus the search for bastila begins. |
| kotor | 1280x1024 | 417 kb | 02/17/05 |
download: kotor tatooine collage...
or mirror @ fileplanet
star wars - knights of the old republic: planet tatooine is a desolate desert planet. the only foothold is the small town of anchorhead. meet hunters, work for czerka corp., win swoop races, or visit the sandpeople's village out in the southern desert. |
| kotor | 1280x1024 | 363 kb | 02/17/05 |
download: kotor unknown world collage...
or mirror @ fileplanet
star wars - knights of the old republic: trying to reach the star forge you crash on an unknown world, a lush island paradise as it seems. visit the rakatan settlements, the mysterious temple, and try of get off the planet again! |
| kotor | 1280x1024 | 350 kb | 02/17/05 |
download: kotor unknown world (2) collage...
or mirror @ fileplanet
star wars - knights of the old republic: trying to reach the star forge you crash on an unknown world, a lush island paradise as it seems. enjoy the sun and the surf! |
see the wallpapers page for my other collages, if you will.
wednesday, february 16th 2005 |
æon's advanced kotor faq - v4.0
several weeks ago i started to play star wars - knights of the old republic, and was utterly fascinated by the game. after playing it once i was curious to find out what i might have missed. as it turned out i had missed quite a lot, many side-quests and other amusing details.
so i registered over at the official bioware kotor forums storyline discussion - star wars: knights of the old republic and started to ask questions, and learned a lot. after a while i wanted to write up all the things i had learned to not forget them the next time i play the game. so why write just for myself, why not give something back to the community there and write it for everyone? from the intro:
this faq is intended for the fans of kotor that played and finished the game, and are now wondering what side-quests, and other goodies they may have missed. in short, how to get more out of the game!
at the bioware forums you will thus find the forum's version of my kotor faq: æon's advanced kotor faq @ bioware forums. alas the phpBB code used by that forum has quite a few design restrictions, so i decided to create a html / style sheet version of the faq here on æon's as well:
æon's advanced kotor faq - html @ æon's
v4.0 features 100 q&as for the pc version of kotor.
enjoy!
æon's desert - a q3a map - comeback?
just yesterday it seems that aedesert made a comeback, over at planetquake.com. the kind folks there voted
aedesert - level of the week... whee :). it is really nice to know that folks still enjoy my 1.5 years old maps:
shot | game | file | size | date |
| q3a | map-aedesert.zip or mirror @ fp | 5.82 mb | 06/08/03 |
description: æon's desert vast central arena, temple facade, pit of death, pyramid, stargate teleportation, arced hallways, chamber of columns and abundant plant life... level of the week @ pq february 15th 2005... more |
see the maps page for my other maps.
saturday, october 30th 2004 |
æon's glow - alpha - a q3a map
presently i am working on another quake 3 arena multiplayer map, with "streamline
moderne" look to it. the first tests look promising so that i hope to
soon have a beta for download available. the shot on the right depicts
revision 45 of the map.
i did some heavy internet surfing to find all the images for the
following inspirational collage:
shot | game | dimensions | size | date |
| - | 1280x1024 | 686 kb | 10/30/04 |
download: streamline moderne collage...
or mirror @ fileplanet
inspirational collage for aeglow. the theme is streamline moderne and art deco, architectural styles i have always liked and admired. aearcs and aetime already show the typical "rounded off" = stream lined design elements. aeglow will go one step further. |
i'd post the link to the quake3world thread, tracking the development
of this map (with many more shots) but alas presently (10/30/2004) the
forum there is down :(.
friday, october 29th 2004 |
æon's canyon - beta 1 - a far cry single player map
normally i do not post beta versions of my maps, but
since this far cry map got quite a bit of positive feedback, and i am
not sure when i will be able to finish the map, i am posting the info
here.
i had started to work on beta 2 of the map, and developed several story
ideas with the kind folks over at the official far cry forum at ubi.
so should you be interested then visit the thread
aecanyon - beta1 d/l there, if you
will.
shot | game | file | size | date |
| far cry | sp_aecanyon_b1.zip or mirror @ fp | 34.2 mb | 07/25/04 |
description: æon's canyon (beta 1) you are jack carver on a mission to investigate a mysterious futuristic civilization. you will not need to go alone though, for doyle accompanies you on this perilous new mission via uplink. a beautiful sight seeing tour awaits in an awe inspiring canyon. the sun is shining, but not all is well in this seeming paradise... more |
please note, this *is* a beta, so the ending will be a bit
abrupt. also read the sp_aecanyon_b1.txt for tips, and on how to install
the map.
here are some more mirror sites, should you have trouble downloading the map from fileplanet:
see the maps page for my other maps.
swoop/æon editing faq for far cry - v2.19
a while back swoop and i started the work on a comprehensive editing
faq (in pdf format!) for the wonderful game of far cry and its editor
sandbox. check out the faq thread at the official far cry forum at ubi
far cry editing faq by swoop/aeon
for the latest updates and many other details.
logo |
game |
size |
date |
|
|
far cry |
1.69 mb |
06/16/04 |
download: fcfaq_swoopaeon_v219.zip
|
description: editing faq for far cry - v2.19
- 175 commonly asked questions in pdf format
- special on light & shadows by aarbro
- features several short walkthroughs
- links to resources
- images (screenshots, icon buttons)
- in-page hyperlinks, to reference other questions of import
- compact toc for better overview
- added coloring to the faq, should make it easier to read the q/as:
keyboard shortcuts ("red"), paths to commands ("light orange"), commands ("light blue"), parameters ("green").
- ...and other help.
- note this faq has nothing to do with the official faq by crytek.
|
more mirrors (zipped pdf file, 1.69 mb):
new guestbook
alas the old guestbook had run out ages ago (only 10 posts where
shown) without me noticing this. i apologize for this oversight on my
part. i hope the new guestbook will work better, and keep doing so.
if you like sign the guestbook right away.
update - site fixed for firefox
it has been quite a while since the last site update, so i
thought some changes are in order. to get me started on html i am
fixing all the bugs that occur when viewing this site via mozilla firefox
(1.0pr upwards). a browser that imo surpasses ie by far (and i liked
ie):
- graphics glitch in page width fixed.
- style sheet mouse over for links and link style fixed.
thursday, september 18th 2003 |
æon's nostalgia - site relaunch
just finished updating / recoding my nostalgia site. it features quite a few goodies like compare! specials (beta shots compared with final in-game shots) for quake iii arena and quake, best of shots for more than 10 games. screenshots sorted by categories: anim gifs, art, architecture, comics, monsters, multiplayer and an extensive originals section.
hop over and enjoy... :)
shot | game | dimensions | size | date |
| nostalgia | 1280x1024 | 860 kb | 10/18/03 |
download: nostalgia collage...
or mirror @ fileplanet
a collage to celebrate the re-launch of my nostalgia page... sent to planetquake as picture of the day. |
update on collages
i recently did a few test collages, trying to come up with the official logo
for the
quake3world level editing & modeling forum.
in the end i was actually able to come up with something useful, and since i 'developed' the icon in high resolution the tests can actually be used as wallpapers, and here they are:
shot | game | dimensions | size | date |
| q3world | 1280x1024 | 387 kb | 09/01/03 |
download: quake3world collage...
or mirror @ fileplanet
collage actually used as official quake3world level editing & modeling forum icon. |
| q3world | 1280x1024 | 380 kb | 09/01/03 |
download: quake3world (2) collage...
or mirror @ fileplanet
runner up collage, that i actually like a bit better, since crash is my favorite model. was intended as the quake3world level editing & modeling forum icon. |
see the wallpapers page for the rest of 'em.
wednesday, august 6th 2003 |
site update - direct screenshot access
krekits of quake3world
level editing forums brought to my attention, how annoying it is to have to go
to fileplanet to be able to look at map screenshots... i had done this to keep the
load of this site down. some of my screenshots were over 300kb so this was
indeed the 'good thing to do' (tm) back when... lately i have started to use jpg
compression more liberally and i also found out that screens really do not need
to be 1280x1024 (cool as that was ;)...
you can now click on any shot directly without having to access fileplanet,
same is true for all the map .txt files... while i was at it i also
updated the 'old' fileplanet links... note: for maximum quality and resolution all
the collage pics still need to be downloaded via fileplanet... hope this
helps though...
tuesday, august 5th 2003 |
æon's neon light - a q3a map
i always wanted to do a map that centered on a neon light theme with a design
that is architecture driven... the result is this ffa/team map. even though the clean
look is deceptively simple, it took me nearly 10 weeks to get the 'look' right.
thanx go to evil lair for his dsi texture set (only used 4 crete textures and a
glass texture ;), speedy for the 'endset' skybox, lorddaimos for his mapshader
tool, ydnar for updating the q3map2 compiler, and most of all to todtsteltzer
for his wonderful bot/skin compilation pack, also available in this
download.
this map was very much a collaboration between the great folks at the quake3world level editing
forums and me. thank you from the bottom of my heart for the constructive
feedback, the many questions answered, and the patient testing you folks did
over 6 betas. without you this map would be nowhere nearly as 'complex' as it
turned out to be:
special thanx go to boot louie, roughrider, anwulf, krekits, lemon head, obsidian,
and hr.o... thanx also go to mastahuk, havoc, h.reaper, ribgib, whiskey 7,
basicx, wviperw, fjoggs, balor, lanzelot, todtsteltzer, truthful liar, and jaj.
shot | game | file | size | date |
| q3a | map-aeneon.zip or mirror @ fp | 3.85 mb | 08/04/03 |
description: æon's neon light corridor system draped around a central arena. architecture defined by neon light. interesting placement of ledges lets you perform jumps to cut off your opponents. three height levels lead to tantalizing vertical fights. special bot/skin compilation by todtsteltzer included for challenging bot fights... more |
see the maps page for my other maps.
enjoy! and be sure to check out the shots below:
monday, july 7th 2003 |
æon's platform maps - officially part of q3 platformer mod
i am proud to announce all my platformer maps (aeplatxx) are part of the most current release of
the new q3 platformer v2 mod - the nifty new
mod that brings classic 2d-gaming to your q3a engine. so when
downloading that mod, you will already have all my maps. have fun!
æon's capture platform - a q3 platformer map
presenting my 7th map for the mod:
q3 platformer, requires v2.
based on aecap this is my first map with horizontal
scrolling and an under water passage. there are 3 depth levels, that are
connected via teleporters and acceleration pads. the ctf map is best played 3 on 3.
the .map source file is included.
shot | game | file | size | date |
| q3a | map-aeplat07.zip or mirror @ fp | 796 kb | 06/23/03 |
description: æon's capture platform map for q3 platformer mod - 2d gameplay in 3 depth levels using teleporters and acceleration pads with horizontal scrolling. two gothic rocket arenas, a central lava padded area with a bi-pyramid and an under water passage... more |
see the maps page for my other maps.
in case you are wondering, i am currently working on a map called aeneon,
that has been in the works for more than 5 weeks now and is beta 4. if you would like
to check it out (download/test), visit the quake3world level editing forum thread:
aeneon - beta 4 - d/l.
feedback very welcome there.
q3 platformer collage
since i am something like the official mapper for the
q3 platformer mod, i put together
a nice collage to show off this mod's features.
shot | game | dimensions | size | date |
| q3a | 1280x1024 | 471 kb | 27/06/03 |
download: q3 platformer collage...
or mirror @ fileplanet
shows off some of this mods maps... picture of the day on planetquake on july 5th 2003. |
see the wallpapers page for more pics.
sunday, june 8th 2003 |
æon's desert - a q3a map
with this map i made a concience effort to use more than 10
textures, trying to give the map a rich look. thanx to
sock's wonderful egyptian texture set this was made
possible. i finally got around to adding plants to a
map, thanx to natestah and dbyrd for this. i would also like to thank the folks
at quake3world level editing forums,
for answering my many questions, and helping me better
understand the technical side of mapping. special thanx to
nitin and ribgib for suggesting the bigger cenral arena, the
improved, more vertical rail room and tips on weapon and
item placement.
shot | game | file | size | date |
| q3a | map-aedesert.zip or mirror @ fp | 5.82 mb | 06/08/033 |
description: æon's desert vast central arena, temple facade, pit of death, pyramid, stargate teleportation, arced hallways, chamber of columns and abundant plant life... more |
see the maps page for my other maps.
enjoy!
to give you a better impression of this map here are some more shots:
wednesday, may 21st 2003 |
æon's arena platform - a q3 platformer map
presenting my 6th map for the new mod:
q3 platformer.
based on aearena, i tried to re-create a gothic quake(i)-ish
map. to make the map more interesting bi-pyramids,
an arc-passage, and a lava-fall in the background were added.
in the truest sense a rocket arena :). due to huge
amounts of caulking the r_speeds are around 7k, they used to
be at around 10k. there are 3 depth levels, that are
connected via teleporters and the map is best played with 3
bots.
the .map source file is included.
shot | game | file | size | date |
| q3a | map-aeplat06.zip or mirror @ fp | 901 kb | 05/21/03 |
description: æon's arena platform map for q3 platformer mod - 2d gameplay in 3 depth levels using teleporters. a central gothic rocket arena with quad in retro quake look with lava and fog. bi-pyramids, arc-passage and lava-fall backgrounds, quake art on the walls... more |
see the maps page for my other maps.
monday, may 19th 2003 |
æon's space platform - a q3 platformer map
presenting my 5th map for the new mod:
q3 platformer.
based on aedm17, that was based on q3dm17, a space
map that is a little different in layout but sprouts the
level of detail of the original q3dm17 map. the r_speeds are around
10k, so i am pushing the limits again. there are 3 depth
levels that are connected via teleporters and the map is
best played with 4 bots.
the .map source file is included.
shot | game | file | size | date |
| q3a | map-aeplat05.zip or mirror @ fp | 481 kb | 05/19/03 |
description: æon's space platform map for q3 platformer mod - 2d gameplay in 3 depth levels using teleporters. a central 2-sided teleporter replaces the 5-sided jumppad of q3dm17, skeletal look of flying platform, jump through structure's floor, acceleration pads, lava trims... more |
see the maps page for my other maps.
saturday, may 17th 2003 |
æon's future platform - a q3 platformer map
and yet another map for the new mod:
q3 platformer.
this time round i had a vague idea what part of aearcs i
wanted to put into perspective. i also wanted to see how
much architectural detail i could pack into just one room,
note the 'la grande arche' and the split pyramid in the
background. result: the r_speeds are just under 10k. there
are 2 depth levels, that are connected via teleporters and
the map is best played with 3 bots.
as always the .map source file is included.
shot | game | file | size | date |
| q3a | map-aeplat04.zip or mirror @ fp | 493 kb | 05/17/03 |
description: æon's future platform map for q3 platformer mod - 2d gameplay in 2 depth levels using teleporters. use of many arcs mimics brasilia architecture. yellow sky, lava, many curved surfaces and extensive structures in the background... more |
see the maps page for my other maps.
thursday, may 15th 2003 |
æon's pyramid platform - a q3 platformer map
here is another map for the new mod:
q3 platformer.
this is one of the few maps where i had all the ideas for
layout and design already in mind and even on paper. there are 3
depth levels, that are connected via teleporters and also movers. the map is
best played with 5 bots. thanx to
mr.clean's
texture pack 2 for the nice ancient flair. the map is based on my
ffa map aepyra.
i have included the .map source file to help you hopeful
mappers out there make more levels for the platformer mod.
shot | game | file | size | date |
| q3a | map-aeplat03.zip or mirror @ fp | 1.42 mb | 05/15/03 |
description: æon's pyramid platform map for q3 platformer mod - 2d gameplay in 3 depth levels using teleporters and movers. central pyramid, oblisks, new teleporters, 'secret railgun' and lots of trees in a sunny skybox... more |
see the maps page for my other maps.
tuesday, may 13th 2003 |
æon's egyptian platform - a q3 platformer map
a few days ago i discovered a new mod, called
q3 platformer.
this mod turns q3a into a 2d platform game. you can jump,
crouch and run left or right, that's it. from 3rd person
view, a camera gives you fixed view of several platforms.
the good old arcade days of commodore c64's bruce lee - like
games are back. In all the glory of the q3a engine!
in this map, that took me 1.5 days to build, there are 3
depth levels, that are connected via teleporters. the map is
best played with 5 bots. thanx to sock's egyptian texture
pack for the nice ancient flair. the map is based on my
upcoming ffa map aedesert.
i have included the .map source file to help you hopeful
mappers out there make more levels for the platformer mod.
shot | game | file | size | date |
| q3a | map-aeplat01.zip or mirror @ fp | 1.95 mb | 05/12/03 |
description: æon's egyptian platform map for q3 platformer mod - 2d gameplay in 3 depth levels using teleporters. this map is based on aedesert... more |
æon's arc platform - a q3 platformer map
since it is so much fun to build maps in a 1-2 day time frame, I build another map for
the new q3 platformer
mod. check it out!
this map has a more futuristic feel to it and is intended
for 1on1 games. the map is based on my ffa map aetime. the .map source file is included.
shot | game | file | size | date |
| q3a | map-aeplat02.zip or mirror @ fp | 1.52 mb | 05/13/03 |
description: æon's arc platform map for q3 platformer mod - 2d gameplay in 2 depth levels using teleporters. dark tower with construction structure in sunny skymap and force field ledges. design based on aetime... more |
see the maps page for my other maps.
monday, may 5th 2003 |
æon's timeless - a ffa/team map
in this map i wanted to do something more abstract and
futuristic. as architectural design element i massively used
curved surfaces (bevels for the most part). this gives the
map an elegant clean look. thanx to mighty pete for the
skybox textures and also thanx to evil lair for the
beautiful textures (evil's texture set 8), that give the map
that certain 'new' edge.
the map was intended for instagib play, and that
is actually still the case, but i think it is probably more
fun to play the map in ffa against 7 hardcore bots or online.
hope someone gets a few hours of fun out of the map :)
shot | game | file | size | date |
| q3a | map-aetime.zip or mirror @ fp | 3.13 mb | 05/05/03 |
description: æon's timeless panoramic view from ledges surrounding the central double cross structure. futuristic look with acceleration pad double tube, transparent walkways, and a rail tower... more |
see the maps page for my other maps. for a better impression of the map check out the shots below:
wednesday, march 23rd 2003 |
æon's pyramid - a ffa/instagib map
i had the idea for this map about 1.5 years ago, but only
recently found the custom textures that would do the job.
mr.clean's
texture pack 2 was just what i was looking for.
this map is intended for instagib play, but ffa with 7 bots
will be just as fun. i was very surprised that it only took
six days to actually build and test this map. it
really speeds up things to have a clear picture of the
map layout in mind before starting, as it seems.
as it may be enjoy the map :)
shot | game | file | size | date |
| q3a | map-aepyra.zip or mirror @ fp | 2.71 mb | 04/23/03 |
description: æon's pyramid a pyramid with jump shaft, faces a temple with tall obelisk. a set of jumppads (layout remiscent of q3dm17), ledges, and bridges connect these structures in a skybox, intended for instagib games... more |
see the maps page for my other maps. And below some more screens to get a better impression of the map:
wednesday, march 9th 2003 |
æon's capture - a ctf map
it is strange how things work out at times. this map was
about 98% done some 10 months ago. alas the map had a bug
that would let you fall right out of the map. recently i
took another look at the map, and i was able to fix the
bugs.
i started to build this map after æon's arena was finished
and wanted to turn out a map in a matter of weeks, instead of
a matter of months it took me to build arena. a few days ago i
took a look at my unfinished maps, and did a test compile on my
new 3ghz hardware and was totally surprised how 'done' this map
was already, so here it is:
shot | game | file | size | date |
| q3a | map-aecap.zip or mirror @ fp | 1.61 mb | 04/09/03 |
description: æon's capture my first ctf map, based on design elements from æon's arena. two arenas connected by 3 paths, one under water, and a central plaza... more |
here some more screenshots of æon's capture:
see the maps page for my other maps.
friday, november 30th 2001 |
new star wars - episode 1 wallpapers
well i guess this might be hard to believe for most of you folks out there,
but only day before yesterday did i actually see sw-e1 on dvd. even though i
am a huge fan of the star wars series i never got around to watch this film.
needless to say it rocked.
and like leia, queen amidala really charmed me out of my sockies :). in the
following wallpapers i have put together some design and architecture impressions.
enjoy 8-).
see the wallpapers page for the rest of 'em.
shot | game | dimensions | size | date |
| star wars e1 | 1600x1200 | 481 kb | 30/11/01 |
download: star wars e1 - coruscant collage...
or mirror @ fileplanet
star wars episode 1: the center of the republic - the city of coruscant. |
| star wars e1 | 1600x1200 | 503 kb | 30/11/01 |
download: star wars e1 - naboo collage...
or mirror @ fileplanet
star wars episode 1: the beautiful city of naboo. |
| star wars e1 | 1600x1200 | 546 kb | 30/11/01 |
download: star wars e1 - tatooine collage...
or mirror @ fileplanet
star wars episode 1: the desert planet of tatooine. |
| star wars e1 | 1600x1200 | 625 kb | 30/11/01 |
download: star wars e1 - pod race collage...
or mirror @ fileplanet
star wars episode 1: the pod race on tatooine. |
| star wars e1 | 1600x1200 | 425 kb | 30/11/01 |
download: star wars e1 - sith collage...
or mirror @ fileplanet
star wars episode 1: the sith - darth maul and the to be 'emperor'. |
saturday, october 28th 2001 |
new unreal 2 wallpaper
since unreal 2 is really going to rock, i thought it was high time
for another collage for this beautiful game.
see the wallpapers page for the rest of 'em.
shot | game | dimensions | size | date |
| unreal 2 | 1600x1200 | 532 kb | 28/10/01 |
download: unreal 2 (2) collage...
or mirror @ fileplanet
gorgeous environments, detailed models in a compelling digital universe. |
saturday, october 27th 2001 |
new halo wallpapers
instead of coding æstats i make somme collages. i still really
hope that we will see halo for the pc at all... if nots this would
pretty much suck... sigh
see the wallpapers page for the rest of 'em.
shot | game | dimensions | size | date |
| halo | 1600x1200 | 865 kb | 27/10/01 |
download: halo jeep collage...
or mirror @ fileplanet
cliff jumping à la halo. alas it took a lot longer for halo to be released for the pc. and many of the here shown shots, never made it into the final game. |
| halo | 1600x1200 | 574 kb | 27/10/01 |
download: halo space collage...
or mirror @ fileplanet
in halo space. |
| halo | 1600x1200 | 491 kb | 27/10/01 |
download: halo ice collage...
or mirror @ fileplanet
halo and the ice desert. |
monday, october 22nd 2001 |
what's been happening?
i just wanted to let you folks know that i am still among the living. most
of the time i spent working and updating my stats tool
æstats,
and as you might imagine this is quite time consuming.
today i went through most of the pages on this site and fixed some typos.
with a friend, _mHs_AV, i rediscovered my love for good old quake 2. we played though
q2 in coop via internet and also played the first xatrix mission pack. for me coop
is totally new. i never got around to testing it before, and i sure had much fun blasting
monsters in a team. it is amusing to see, how easy it is to play q2 today. years ago i can
remember having so much trouble with air control, or in defeating the monsters. i was
very much surprised how very cool the level design in q2 is, even by today's standards.
it just goes to show how much id rules :).
when quake 4 was announced, my first reaction was: who cares? i was/am totally hyped
for doom 3. but after playing quake 2 again, i am really looking forward to a single
player experience in the 'q2 universe'.
tuesday, july 24th 2001 |
æon's quake ii server - is back
the cool folks of clan mHs (namely _av_) were so nice to set up my really old
quake2 server. this is something for you old time quakers, that remember
my server from way back will enjoy.
features: running the lithium ii mod with small custom maps, hook and runes. join
the fun by typing
connect 194.195.228.175:27990
on the quake2 console.
all the custom maps can be downloaded from fileplanet in one big zip
(the server does support auto download by the way):
aeons-q2-lithium-maps-240701.zip
(5.51 mb).
maps included are those of the current - custom map only - level loop:
ikdm3, 1strpst, daquirus, aeshake2, arma5, fixed1, fury, aecyrena, gun_q2, q2soahc, revenge1, rgdm2, wasted, ztn2dm3
i will also be hanging out on this server.
æon's quake server?
i updated yesterdays news... the download is now about 2 mb smaller,
and the lithium ii files are no longer part of the zip file.
i will be updating the server from time to time. sudden and i will
be looking for new custom maps next week.
if i find my old configs, i might even start my old quake server
(not quakeworld :), with hawks server modules. we had adapted them
to run level loops, with a hook and a head hunter game integrated.
this might turn out to be really fun...
tuesday, june 26th 2001 |
æon's duke nuk'em 3d maps...
after lots of digging, with no little risk to my person ;), i finally
rediscovered my long lost maps for duke nuk'em 3d. some six maps in all, done
shortly after duke 3d became available in europe in 1996. back in those days you could build
a pretty good, not to say really fun map in 3-4 days. with q3a you are quick
if you get the basic layout done in that time, or have finished picking
the textures :).
kick some butt duke-style and jetpack over to the maps page
for a bit of nostalgia.
another day and some more wallpapers...
last weekend i spend all saturday putting together an archive list of all my
backup cds that have piled up. even though it took that long, i did find
some interesting stuff... the source for my half-life and quake 2 maps (should
come in handy some time), and several collages i made ages ago, but never
got around to posting. so here goes... enjoy!
see the wallpapers page for the rest of 'em.
shot | game | dimensions | size | date |
| q3a | 1280x960 | 716 kb | 06/03/00 |
download: q3a inspirational collage...
or mirror @ fileplanet
for my q3a map 'æon's arena' i wanted to recreate some of the cool stuff seen in old pre-retail shots. as an inspiration i put this wallpaper together. |
| q3a | 1280x960 | 1.07 mb | 10/11/99 |
download: q3a klesk collage...
or mirror @ fileplanet
way back in '99 we were all eagerly waiting for q3a. this shot of klesk's map impressed me so much, i had to decorate the walls of his 'home' with some q3a screens. |
| q3a | 1280x1024 | 871 kb | 24/10/99 |
download: q3a castle collage...
or mirror @ fileplanet
waiting for q3a back then, this screen impressed me so much, i needed to wallpaper my desktop with it. ahh... the pre-q3a memories... the hopes... *sigh* :). |
| quake | 1024x754 | 361 kb | 30/10/97 |
download: quake ranking collage...
or mirror @ fileplanet
this one is left over from my old quake site (long since off-line). the collage was the logo for the ranking page showing several of the folks that regularly played on my quake server. |
| psygnosis | 1024x768 | 110 kb | 29/10/97 |
download: psygnosis games collage...
or mirror @ fileplanet
in the good old days psygnosis on the amiga was what id software is on the pc today. at least for me. this collage pays tribute to the wonderful pixel art those folks used to do. the game screens are for chrono quest, ballistix, barbarian, obliterator, and terror pods with a q2 logo thrown in for good measure. i loved those games. |
thursday, june 18th 2001 |
site re-design
since the planetquake.com folks where
so nice to host me, i felt compelled to do a complete site re-design. after more than three years,
this might come as a shock to the occasional visitor, who is used to the dark, black design
of olden days 8-).
many thanks go to flash who created
the new friendly design. visit his cool new site at flashbox.org.
email him if your site needs an update :). kudos also go to him for patiently
listening to all my design comments and suggestions.
on mapping - special
a new site should feature something fresh and interesting. since i have been mapping
for more than three and a half years, i though it might help some of you mappers
out there, to share my insights.
æon's special - on mapping takes you through the wonderful
world of mapping. the five lengthy pages with tips and comments are general enough to
interest mappers of just about all 3d shooters. have fun reading it.
wallpapers galore...
for this re-launch i have unearthed some more of my collages. i still seem to have
2-3 quake 3 arena collages somewhere. hope to find them soon. enjoy!
see the wallpapers page for the rest of 'em.
shot | game | dimensions | size | date |
| the little mermaid 2 | 1600x1200 | 524 kb | 30/01/01 |
download: ariel 2 - undertow collage...
or mirror @ fileplanet
another disney movie 'the little mermaid 2': the character i loved was the sidekick of the evil sea witch called undertow. neptune shrinks this enormous shark down to guppy size, much to his annoyance. |
| mulan | 1600x1200 | 1.09 mb | 21/01/01 |
download: mulan - mushu collage...
or mirror @ fileplanet
a little red dragon called mushu is mulan's faithful companion. this cute fellow with eddie murphy's voice was main reason i loved this disney film. i have not laughed so much in a long time. get the dvd! |
| mulan | 1600x1200 | 526 kb | 14/01/01 |
download: mulan - landscape collage...
or mirror @ fileplanet
i never really liked disney films, but mulan is an exception! the art, cinematography and music simply rocks. this collage shows the beautiful backdrops seen in the movie. |
| æon flux | 1280x932 | 635 kb | 30/05/00 |
download: æon flux collage...
or mirror @ fileplanet
mtv's æon flux is one of the very few cartoon series that stand out. the characters, especially æon are simply brilliant. spy, seductress, saboteur... a fitting name to confuse the gaming multiplayer world with... that's why i picked it. |
monday, march 19th 2001 |
æon's unreal ii collage
it's that time of year again, where a young man's fancy turns to... collages ;). after the
launch of the sneak peak unreal ii site at www.unreal2.com,
i just had to build a collage for my desktop. i'll probably build another one in a week or so, since
there is so much cool material on that site. have fun...
shot | game | dimensions | size | date |
| unreal 2 | 1600x1200 | 993 kb | 19/03/01 |
download: unreal 2 collage...
or mirror @ fileplanet
first impressions of the eagerly awaited sequel to unreal. note that the release of unreal 2 is still at least 1 to 1.5 years off. |
wednesday, february 14th 2001 |
æon's dm17 - an instagib-map
i have been building maps for serveral projects now: one map will be for star trek voyager - elite force (a ctf map based on kln01), a counter-strike like map with greek ambience, a q3a ctf map that is almost done (for weeks now ;) and the current map i am releasing:
shot | game | file | size | date |
| q3a | map-aedm17.zip or mirror @ fp | 1.52 mb | 02/14/01 |
description: æon's dm17 ffa, tourney and 'instagib' space map. id's q3dm17 used as inspiration and adapted for instagib play (camping should be really hard now)... more |
see the maps page for my other maps.
friday, december 22nd 2000 |
vacation ariveth
cheerio folks, i will be off on vacation 'til january 5th 2001. usually i would use the
time to code a new æstats, æstats++ in this case... but since this is supposed to
be a real vacation i'll just sit back and relax. i haven't got a pc where i am staying anyway :).
merry christmas and a happy new year to you all.
things to come:
- æstats++ will see the light
- more q3a maps a coming
- update of this site
- ...and lots and lots of other cool stuff
tuesday, december 12th 2000 |
æon's arcs - a quake 3 arena map
after several days of massive building frenzy, i had the æon's arcs
map about 60% done. then i did other stuff and almost forgot about the map, these last few weeks
i got finally around to finishing it off. check out the preview shots on december 12th for a
quick glimpse of what this map is all about.
grab the new map from this site's maps page.
enjoy!
questions cranky steve might ask and what aeon might answer
this is for cranky steve to help him out in his next potential
map review :). you can say what you will, but he is one of the
few folks that actually read map.txt files.
why don't you build maps like those by id software?
aeon: because i can't ;), it's not my style and i personally
find it boring to imitate a style that has already been
done.
where do you get your ideas from?
aeon: i have to admit that i don't have that many ideas, so i
check out real architecture for inspiration. examples
of this is aearcs (this map) that uses the slick design
found in brasilia. my next map will have a distinct greek
feel to it, not ancient greece like the acropolis mind you.
what do you consider important in map design?
aeon: to me it is a lot more important to design the architecture
along with the game flow, than to spend endless hours
decorating maps with useless details that will only make
the frame rate drop and will be ignored by most players
anyway in the fighting frenzies. in this sense i like to
keep the textures simple and let the structures speak for
themselves. you can pep-up mediocre design by using nice
textures, but that still does not make the design
outstanding in any way.
why don't you use more textures?
aeon: aehm :). well picking the right textures is an art, just like
getting good design to work. and to be frank i never really
liked having to pick textures. to put it differently: if you
really want to properly use textures included with q3a, you
will need to imitate id's usage of them. as it may be, folks
that know how to do something new with existing textures have
my greatest respect.
why does aearcs only use 3-4 textures?
aeon: this was done on purpose. since brasilia's architecture is
mostly done in concrete, it would be completely out of place
to use colorful textures, to decorate the walls with
useless ornaments. as mentioned before, the brasilia
architecture speaks for itself in design, so that textures
are secondary.
why do you always use lava in your maps?
aeon: i like the warm glow that radiates from the lava. i also
use lava as a light source. note that i try to make the
lighting believable and try to avoid setting lights without
a plausible source. in this way the lava helps to lighten up
dark places.
why didn't you use water instead of lava?
aeon: i did some tests with q3a water, and most of the textures would
either not work properly (read: weren't animated) or were
transparent. the latter, alas has such a big impact on the
frame rate that it was a no go. lava was a compromise. i also
wanted to add a bit of danger: run off the edge and a lava bath
is guaranteed. note that most of the lava in the structures has
been clipped off, for your safety :).
what do you wish to see more in maps?
aeon: there is so much great (modern) architecture out there, be it
real world or in science fiction films/cartoons. i would love
to see more of that in maps instead of the same boring 100th
re-do of a map design blatantly copied from id.
why the heck is the frame rate so low in your map?
aeon: aside from the obvious, that i am not fully aware of all the
potential optimizations like hint brushes or portals and the
like, it has to do with the size and the openness of the map.
anyone can build a map that is cramped that has a high frame
rate, but that has been done so many times, so why not stretch
it a bit. note on my athlon 900mhz with geforce, i have
everything turned on to the max. at 800x600 and even with 7 bots
the map will run ok. so if you turn off just about everything
it should be playable on low end machines.
sunday, december 10th 2000 |
greece collage...
as is my habit lately, i take a closer look at the real world and find tons of
inspiration for my next map. i recently stumbled over quite a few nice pictures
of greece. the local architecture has just that bit of class i miss in most
overdone q3a-maps. time permitting i will soon work on another map that
has greek ambience :).
shot | game | dimensions | size | date |
| - | 1600x1200 | 1.4 mb | 12/10/00 |
download: greece collage...
or mirror @ fileplanet
some touristic highlights of greece, put together in a collage. |
æon's arcs q3a map... preview
i am almost done with two other q3a maps. one is a ctf map and the other one was inspired by the
architecture found in brasilia:
i should have the map out in several days. you might like to compare the above
shots with my inspirational collage on the right.
closer inspection should reveal that some very basic design ideas did make it
into the map. several of the more complicated shapes alas had to be cut. this
leaves some things for me to try out in some possible future level.
saturday, october 14th 2000 |
some heavy metal 2000 collages...
last year, i collected some art on the net for the re-make of the
sci-fi animation classic heavy metal: heavy metal 2000. the great concept art
for movie backgrounds inspired me to do two collages.
shot | game | dimensions | size | date |
| hm2000 | 1280x1024 | 275 kb | 07/10/99 |
download: heavy metal 2000 (2) collage...
or mirror @ fileplanet
another collage of heavy metal 2000 background art. |
| hm2000 | 11280x1024 | 901 kb | 17/09/99 |
download: heavy metal 2000 collage...
or mirror @ fileplanet
a collage of heavy metal 2000 background art. |
friday, july 21st 2000 |
current project...
at present i am working on my 3rd map for quake 3 arena: æon's arcs.
this map will heavily lean on design ideas snatched from the architecture of brasilia
(the capital of brazil). as it seems the map will be pretty big. wonder how this will
all work out. you might like to check out the collage below
to get an idea of what i am talking about.
collages galore...
i also did some collages you might like to check out. these tend to
have backdrop potential ;).
shot | game | dimensions | size | date |
| - | 1280x960 | 804 kb | 17/07/00 |
download: brasilia collage...
or mirror @ fileplanet
as an inspiration for my map æon's arcs i made this collage. the government buildings are especially neat in design. |
| halo | 1280x960 | 710 kb | 06/07/00 |
download: halo collage...
or mirror @ fileplanet
very anticipated this title. |
| hmf2 | 1280x960 | 835 kb | 06/07/00 |
download: heavy metal f.a.k.k.² collage...
or mirror @ fileplanet
mentioned on fakkyou.com on may 31st 2000. |
since i keep collecting art from all over the net, expect to see some more collages in the
near future.
latest maps...
only a few days ago i finished my 2nd quake 3 arena map called
æon's sculpture. this map is small enough to
be interesting for 1on1 railgun fights. should also work for deathmatch.
(today may 31st 2001 it is up to 1423 downloads from lvl).
my first map for quake 3 arena was released way back in march and is called
æon's arena. this very quake(i)-ish map is quite
a bit bigger and features several interesting spots. i submitted it
to *the* q3a level site ..::lvl::.. at
planetquake. of this hour it was downloaded 2193 times :).
(today may 31st 2001 it is up to 3004 downloads).
grab the maps from this site if you will on the updated
maps page.
time for an update
ever since i started work with gameplay germany, i have tons of things to do.
this alas left little to no time for this site. for the most part i built
two quake 3 arena maps, did several collages and updated æstats from time
to time. so first i will update this site map- and collage-wise :).
lately i have been playing daikatana (i like it so far) and the elite force demo.
i am really looking forward to heavy metal: f.a.k.k.² and halo though. maybe
i'll do a little something along those lines.
tuesday, february 1st 2000 |
downsizing this site...
after ages i finally got my act together to update this site just a bit. alas
it means that i had to remove a big chunk of pages. sorry about this.
in case you are wondering what the hey i have been doing all the while.
i am web master of www.quake3arena.de (down alas :-( ),
the german news site when it comes to quake 3 arena.
æon's site is...
copyright (c) 1998-2009 by christoph 'aeon' loewe
hosted by hugelaser.com, optimized for firefox!
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last updated on monday, august 17th 2009
up since: friday, june 1st 2001
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