DoomEd is a single-player first person shooter learning game that combines science and history with FPS action, taking players through the horror of bio-terrorism and WWII chemical experimentation gone wrong.
The backstory mixes factual content (the WW2 experiments at Porton Down, Chemical Defence Experimental Station, ‘urban exploration’ in disused London underground stations) with fiction and fantasy (a lost labyrinth populated with human mutants and military personnel who believe the war is still going on).
The action is set in the labyrinth of lost London underground stations and tunnels that have not been in operation for over fifty years. The game follows the conventions of FPS gameplay – interweaving between orientation/exploration and action/warfare with mutants but replacing puzzles with science-based problems and puzzles, drawing on appropriate aspects of the KS4 science curriculum.
You are Maxine Squire, an undergrad scientist and part-time urban explorer. You are on the tube home after a night out in the West End. It’s late, you’re alone in the carriage, passing from station to station, dark to light, when unexpectedly, the train stops – at Down Street. You’ve never heard of Down Street. The doors open. A seconds pause. You can’t resist – you step onto the platform. The doors close with a slam and the train moves off, disappearing from sight.
“DoomEd is a research project exploring ways in which learning and gameplay can be seamlessly blended; not so that the learning is by stealth or disguised or dressed up as something else, but where understanding, knowledge and/or skills are required to complete a game. Where learning content is intrinsic or and endogenous (Malone, 1980) in the gameplay and where realistic content is situated within ‘fantasy’ gameplay.
We want to harness the attention that people give to playing games. We want to bring curriculum content to life, by putting it into an authentic scenario and letting kids ‘play and discover’, rather than being ‘told and tested’. We want to invade the space between home and school (bedroom and classroom) – the space where kids play and interact, but so easily could be learning, thinking and reflecting at the same time. We want to use gameplay to draw them into learning.
We want to test the validity of this approach to learning and compare it with ‘conventional’ teaching methodologies and e-learning content. We want to see if a games approach can affect students’ understanding, retention and enjoyment of learning.
As you look around you see old posters and signs: ‘Dig for Victory’ and ‘Return Fare 2d’. Bemused, but deadly curious, you walk into the only open tunnel. In the distance you hear a tortured scream!”
- Title: DoomEd
- Filename: sdk-2013-sp-doomed-v2.1.7z
- Size : 91.60MB
- Author: DESQ and University of Wolverhampton School of Education
- Date Originally Released: 08 November 2006
This was originally released for Half-Life 2. The file available now has been updated to run on the SDK Base 2013 Singleplayer (Upcoming) Engine. No changes have been made the the actual content of the mod.
Sorry, this release doesn’t work with Gauge.
Download to your HDD [91.60MB]
You can still use it with Gauge once you have downloaded it.
If you require more help, please visit the Technical Help page.
- Make sure you have the “Upcoming” branch of the Source SDK Base 2013 Singleplayer installed in Steam and run at least once. (Properties – Betas – select “upcoming” from the dropdown list).
- Copy the half-life-2-doom-ed-v2.1 folder into your …\Steam\SteamApps\sourcemods\ folder.
- Start or restart Steam
- Half-Life 2: DoomEd v2.1 should now be listed in your Library tab.
WARNING: The screenshots contain spoilers.
2Last 7 days
9Last 30 days
Using Gauge: Users
Manually: 6 Users
Average: 0 Hours, 35 Mins
Shortest: 0 Hours, 17 Mins by JellyBeanDude27
Longest: 1 Hours by Roy
Total Time Played: 4 Hours, 2 Mins
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Thanks to everybody (And there were quite a few!) who emailed me about this mod. It took a few days to post because I was waiting for permission to use the text and screenshots from the official homepage.
Love to see mods like this. I look forward to playing it again, after so many years.
i really like this good job
First puzzle is pretty rough. Can’t figure how to turn on the power to open the rear bay door.
Can get it to flash on, but not stay on…
the first puzzle is in 2 parts really.without explaining what to do I will tell you that if you look at pictures 1 and 4 you will be able to get past this part
I think they had some success with their endeavor, however there is relatively little action.
The mod is fairly short, it is intended to be the first level of a larger game but we built this as a “proof of concept” in the hope that we will be able to make more of the game at some point…
As this is the first level that is why it is relatively easy in terms of fighting and why the puzzles are not too difficult.
puzzles were interesting, however ending with ‘the end” and geting killed w no recourse is a frustrating way to finish.
also I completed all the sections shown in the screeshots, except the periodic tables one, never saw it but still got to the end?
overall an enjoyable diversion but to make it great i’d recommend more playtesting. several places I got stuck to the wall/floor or pinned in with no apparent cause and had to go back to a saved game to try again.
An intersting little mod with another appoach. This time you enter a complex from WW2 that encountered several problem so you will need to solve several puzzles mostly easy and in relation with chemistry or at least science, to make your way trhough. Fight are really easy cause this is not the aim of this ‘school mod” I found it really enjoyble…even if the lack of action and the abrupt ending cut this mod to be perfect
There’s not a lot of action in this one, but still a small amount with zombies. The main objective of the modification is to learn and solve puzzles to get out of the facility. These puzzles are not hard to solve at all and the action is very easy to fight through, plenty of supplies given to the player. There’s also a nice quiz you can take part of, where you must answer five questions to win the items in the storage room. But this part is bugged and you get the same questions repeated to you at times. New voice acting, rather fitting with the date it is set and sets the mood a little different, but some do drag on a little bit.
The train at the start is very well made, but the rest of the map is rather average but nothing that puts you off while playing. Texture choices are set to a choice of white bricks and concrete with a few others that are used well. Lighting was moderate, some intense red lighting though which looked a little bad. Use of props were moderate and the map contained little effects such as steam and electricity to give it more of a destroyed look.
Good map to learn while you play with easy yet moderate fights.
This map rocked, I like the mix of science and action.!!!!
Hi. I’m stuck in the “earth-atmosphere room”. I’m turning valves again and again but nothing happens. What’s wrong?
Good mod , but a little short I think the idea, of “learning and playing” is great. If only our school system would work this way !
Pretty good, one of the first mods I played (a year ago). I like the level design, and all that science-y stuff is pretty cool.
I just found this oldie, not a bad little play, some different approach on puzzle solving and ya bash a few zombies along the way. for a mod from 2006 it is worthwhile in my opinion.
This is a rather short but good mod. It takes place in a chemical facility, an interesting environment for a mod. It’s very Black Mesa-esque in level design. Before you download this you should know that the combat is terrible. There are a whole bunch of zombies that you can easily kill with a crowbar a few Metrocops at the end easily taken out with the pistol. If I play it again I will play it on hard and I suggest you do so yourself. The puzzles are the important point of the mod. They’re all science based and there’s even a quiz on elements. It doesn’t really make sense that the people in this facility, with the threat of losing their lives just around the corner, stop and inform the new guy about science. I just laughed when I just turned the air back on and saved my and the other person’s life then talked to them and they said “AIR!”. It’s pretty silly. The puzzles are very interesting. The only problem apart from combat is that it’s really short. If they made an entire mod with this premise I would most likely love it. To people like me who are interested in science, play it. For people who are not I can’t really recommend it.
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gone? lost forever? might be hiding , waiting to play?
The mod is pretty empty and bland looking, but the concept is very cool.
That said, I don’t really feel that I learnt much. I just followed instructions. I know that’s a bit harsh but I feel that there should have been a two step process: information given and then used in a real way.
The mod is a bit of a mishmash of ideas and the addition of combat does nothing to enhance the concept, in fact, you could say that it distracts from it.
All that said, I did enjoy playing it and if I had played it when it was first released, I would probably be gushing over it now.
All in all, this is quite fun but probably not as clever as the authors think it was.
I didn’t expect much as I am not into puzzle only games.
It took me longer than it should have as I didn’t read the posters on the wall at first. In a lot of mods they are for decoration and not for using. Once you start reading, it is mostly easy. Being a science nerd helps too. I do like to read all the wall art after the first play though as that is part of the fun of exploring.
It is plain, but functional.
Each part you can solve only by science except the first puzzle. The circuit puzzle you need to read the poster art to see what is needed. The rest of them you can figure out, but reading helps.
The only place I really had trouble was finding the ladder in the dark.
I found this one to be a good puzzler and I normally don’t like too many puzzles. It was more fun than I was expecting. There is combat too. Give it a go.
I am facing problems installing this mod with Gauge. I get a “game not detected” error. Any suggestions ?
That’s my fault. Because this uses the SDK Base 2013 Engine, it probably won’t work with Gauge. Try renaming the file “hl2-sp-doomed-v2.1.7z”. If that doesn’t work, please install manually. I look into a solution.
I didn’t really “get this” and after reading the above comments I do wonder what it is that I’ve missed out on exactly. I found this bland and boring … the puzzles are okay but sometimes the way this mod plays frustrated the hell outta me! Plus there’s little attention to detail or action. Nah, not one I can highly recommend… or will play again.
under Linux it worked. but you cannot hear anything from the people in the lab, no acting only standing arround. I got stuck in the end, then suddenly he opens the last door for me…
The sicence stuff was very cool. The first time i saw this in a HL2 mod with chemicals..
Some interesting ideas in this mod but as a whole it’s likely not worth going out of your way to play it. The main issue I had here was total lack of an HEV suit. Without it you cannot change weapons, so you’re stuck with what you’re currently carrying until it’s out of ammo or you pick up a new weapon – of course not to mention you have no health indicator or flashlight. Sigh.
The puzzles are interesting but not hard in the least, the info for you is right there on wall posters. I actually felt it was “too explained” – some opportunity to apply what you learned in a 2nd puzzle would have been welcome and I would have felt more challenged.
The short combat sections are not really interesting either, they kind of just interrupt the atmosphere and feel that the rest of the maps are setting up.
About the suit, it’s actually in the train right under you in the beginning of the mod. I had to cheat to get it, there doesn’t seem to be any other way to get it.
The reason I didn’t really play this mod was because there are obviously some scripted sequences which are broken because of the game’s updates. I would try to fix them, if only I knew how…
I think you can add the “Guildhall” label Philly. Or maybe the “Gaming Development Academy-School-Project” label.
I can’t add Guildhall as a tag as this wasn’t created by their students. The other idea wouldn’t work either as it would be the only mod in that tag and then it’s useless.
You know, possibly I wasn’t in the best mood today so I didn’t find this mod quite enjoyable. Indeed not being able to use the HEV suit, it was pretty annoying to me.
And then the whole feeling of the mod felt just… Weird in some parts to say the least. It was an absolute lack of interaction with the persons that you found in the lab, and sometimes that was just awkward.
Then the “learning” purpose of the mod, well I guess was there, but I think it was entirely intuitive, and I doubt I learned something in that mod besides an acid gets neutralized by a chemical base.
Yeah so for me this mod is a big maybe.
This mod has some issues, but overall it’s fun to play. I really liked the “puzzles”, I found them to be quite creative, especially the one with the radiation shielding. For me this mod did not have enough combat. There are a few zombies here and there, but those are quite easy to defeat. The battle at the end wasn’t really a battle since the Combine were focusing more on the zombies then on the player.
I noticed that I didn’t have the HEV suit. I had to give myself one with the console. And yes, you are supposed to have the suit, there is a whole custom HUD made for it, so it would be weird if you weren’t supposed to have it.
I recommend giving this mod a go, but don’t expect a lot of action. Play it on a calm evening or something, I don’t know.
Slow and puzzles.
Good overall. I was having trouble getting through the final door to end the game. A suggestion might be to give us a flashlight or flares to see in the pitch black darkness.