Aeon is a terrain based Bolliger & Mabillard Hyper Coaster, and was the result of several terrain and track experiments. Believe it or not, Aeon was originally a much larger ride.
The coaster looks fantastic. Some spots could've used a few more supports but most of the supports are looking great. I really like the extra backspine on the lift. The end could've been a bit faster in my opinion but it's still fun.
The terrain of this coaster is also done very good. It feels very realistic!
Some minor nitpicks: The station is a 3D model without gates for entering the train. Nolimits has an option for only showing the gates without the station. When selecting this, you'll have the 3D model station with working gates. There is a logo of the coaster misplaced under the storage building. The brakes on the transfer track brake too early so the transfer track can't be moved unless you move the train manually. When I trying to move a train back to the transfer building, it gets stuck on the turn.
Liked this coaster alot! layout was super fun and packed with airtime and nice curves. Only issues i noticed were the supports had sometimes weird placing and rather big gaps, otherwise great job.
Technique: I agree with the issues that Herman mentioned with regards transfer track, MCBR and slightly lacking supportwork. You generally did a good job of supporting, and in a B&M style i'll add. Just that final helix was undersupported (last thing you did I imagine) - just need to take a little more care finishing off your project (a problem we all have I think!). I think the trackwork was pretty solid although the exit to the MCBR had a little kink in it and as did the turnaround element. These were both very minor though. I thought the 3DS were good and functional. There's a tonne of extra details you could have added but what you did served the ride well. Another minor note, if you either match your station transport speed to your lift hill speed, other lower the acceleration of the lift hill you'd avoid the jerky acceleration when the car engages with the lift hill!
Adrenaline: I thought the ride generally paced well, albeit it did feel a little bit long.You kept the intensity up with changes of direction and a plethora of airtime moments throughout the ride. The terrain was used well and I thought the ride wrapped around itself well too, the exit to the MCBR over the water added thrills too. I did feel maybe the first drop was too intense in the back (-1.5g) and you might risk unacceptable g's in unfavourable weather, certainly for a B&M but I'll leave that for the Realism section.
Uniquieness: Whilst the ride didn't have an overarching theme that felt present throughout the ride experience the the trackwork and element selection felt original. It was like you looked at the finale to Mako and wondered what they might do if they really pushed the ride out in that direction for the entirity - which I really enjoyed. I think as a layout this ride excelled in a difficult category (B&M Hypers are so... standard), just would have benefitted from a complete theme to compliment it.
Realism: As mentioned, the back seat g-forces were off in my opionion given you were designing a B&M. From my experience and other experiences I've read they tend to have sustained floater airtime over their hills, whereas yours (especially the first drop) far exceeded that. In actual fact I think the ride would've benefitted from having the other style of hyper trains, shortening the trains and making the G's more managable through your twisted track. I did feel the ride was buildable, if not B&M styled and I think the extra 3DS you did helped add to the scene and make it more immersive.