Perfected Doom 3 was started as a simple tweak mod years ago. After realizing that I was still not happy with Doom 3 after making some alterations to weapons and enemy stats I continued to add more to the game. Now Perfected Doom 3 is more then just a tweak mod. It attempts to completely overhaul the entire game with new monsters, rebalanced weapons, rebalanced monster stats, better graphics, new gameplay features and much more. It has been met with great appreciation and acclaim by it's users. This mod will bring many improvements to standard Doom 3.

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= WEAPONS/ITEMS =

-General-
Chainsaw has been added back into the game.
All weapons make blood splatter on the screen when attacking monsters at close range.
Completely removed the Flashlight from the game.
All weapons have a melee attack for close quarters combat.
Added more push to several of the player weapons.
Adrenaline Powerups and Berserk Powerups will both give you the Berserk Powerup abilities but you decide when to use them and you can only hold one at a time in your inventory.
Adrenaline/Berserk Powerups no longer switch your current weapon to the Fists upon usage.
The Fists, Grabber, Chainsaw, Machinegun, Chaingun, Plasmagun, Rocket Launcher, BFG, and Artifact no longer zoom in when the zoom key is pressed.
Reduced the volume for some of the weapon gunfire sounds.

-Fists-
Increased Fist punching damage for player.
When using the Fists in Combat Mode 1 the primary fire will throw quick jabs while secondary fire will throw slower heavier punches that deal more damage.
When using the Fists the "Melee" button will make the player do an overhead double fisted hammer attack that is slower but does heavier damage then the secondary attack punches.
When in Combat Mode 2 the primary fire mode will allow you to pick up and hold objects and bodies in front of you as long as it's held down.
When in Combat Mode 2 the secondary fire mode will throw the object being held with the primary fire mode causing damage to whatever it collides with.
The "Weapon Special" button will throw rapid left and right punches delivering the same damage as the left jab attack but at a higher rate of fire.

-Grabber-
The Grabber can now hold objects for 30 seconds.
The Grabber can now store up to 12 non living objects, except for exploding or burning barrels, when tapping the primary fire button in CM2 and then launching them out when pressing the secondary fire mode button in CM2.
The Grabber will launch all stored items extremely fast when pressing the Reload button while in CM2. When pressing the Weapon Special button in either CM1 or CM2 the Grabber will create an energy shield in front of player that can be used to block all projectile types but disables all grabbing abilities while in use.

-Chainsaw-
Made the marks left on walls and objects by the chainsaw glow for a short time.
Removed Chainsaw cutting feature where you were pulled into your enemy.
Headlight can now be used when the Chainsaw is equipped.
The Chainsaw is swung in different directions when using the "Melee" or "Weapon Special" buttons and will do 3 times more damage then when using primary or secondary fire.

-Pistol-
Added synthetic polymer grips to the Pistol.
Reduced the kickback on pistol ADS fire animation.

-Pumpshotgun-
Removed the Pumpshotgun's wooden stock.
Added the ability for the Pumpshotgun to slam fire its rounds using the secondary fire mode while in Combat Mode 1 or 2 but at the cost of less accuracy.
If not reloading the Pumpshotgun can now fire off all rounds in its magazine quickly without having to pump using the "Weapon Special" button while in Combat Mode 1 or 2 but at the cost of less accuracy.
While reloading pressing and holding the "Weapon Special" button will make the Pumpshotgun reload twice as fast

-Double Barrel Shotgun-
Added the ability to dual wield the Double Barrel Shotgun.
Increased the Double Barrel Shotgun's damage rate significantly.
Added a synthetic polymer stock to the Double Barrel Shotgun.
Reduced weapon spread.

-Machinegun-
In Combat Mode 1 the "Weapon Special" key now activates a telescopic scope that can be zoomed in and out with the "Secondary Fire" key and a highly accurate very powerful bullet can be fired with the "Primary Fire" key.
In Combat Mode 2 the primary fire will shoot in 3 round bursts.
In Combat Mode 2 the secondary fire will shoot every round left in the magazine at an extremely high rate of fire.
Reduced weapon damage a little.

-Chaingun-
Increased firing rate for the Chaingun while in Combat Mode 2 and using the primary fire mode, barrels will start to glow and the spread will increase after using this firing mode for a little while.
Increased firing rate for the Chaingun while in Combat Mode 2 and using the secondary fire mode, barrels will start to glow after using this firing mode for a little while.
While being held down the "Weapon Special" button will keep your barrels constantly spinning eliminating the spin up time while in Combat Mode 1 or 2.
Reduced Chaingun Combat Mode 1 alt fire damage.
Increased ammo usage for Chaingun Combat Mode 1 alt fire.

-Handgrenades-
When in Combat Mode 2 primary fire mode will throw a proximity grenade that will explode when demons or zombies get within range. These proximity grenades can also be detonated manually when the secondary fire mode is used while in Combat Mode 2.
The "Weapon Special" button will throw a Vortex Handgrenade that will suck in smaller enemies into a Singularity Hole or cause damage to bigger enemies.

-Plasmagun-
Added skin FX to the Plasmagun when it's active.
Increased the hit detection size of the Plasmagun's secondary projectile.
Increased the recoil push amount for the Plasmagun's secondary attack.
Fixed a small glitch on the Plasmagun's guis when ammo was empty.
Smaller enemy types can now be gibbed by the Plasmagun's secondary projectile.
Enemy Radar is now activated with the "Weapon Special" key when in Combat Mode 1 or 2.
When on the radar screen is red.
Removed the ADS feature when in Combat Mode 2.
Increased the number of shots to 5 per trigger pull for the primary fire mode when in Combat Mode 2.
Added a flamethrower like liquified plasma attack for the secondary fire mode when in Combat Mode 2.
Reduced Plasmagun Combat Mode 1 alt fire damage and blast radius.

-Rocket Launcher-
Increased the Rocket Launcher's damage rate by 200 points for direct hits and 100 points for splash damage.
Homing rockets fired by the player's rocket launcher release clusterbombs upon impact.
Decreased the recoil push amount for both of the Rocket Launcher's fire modes.
Reduced the spread for the Rocket Launcher's secondary attack.
Increased the firing speed for the Rocket Launcher's secondary attack.
In Combat Mode 1 the secondary fire mode will fire off all remaining rockets in the magazine rapidly as long as the scope mode is not active.
In Combat Mode 1 the "Weapon Special" key now activates a telescopic scope that can be zoomed in and out with the "Secondary Fire" key and a homing clusterbomb missile can be fired with the "Primary Fire" key.
In Combat Mode 2 the primary fire mode launches a clusterbomb that will bounce around like a grenade for 3 seconds before detonating and unleashing smaller bomblets.
In Combat Mode 2 the secondary fire mode will fire off all remaining rockets in the magazine rapidly but will cause them to act like clusterbombs instead of the standard flying missile.
Made Rocket Launcher wait a few seconds before firing either of the alt fire modes.

-BFG-
Added a railgun like attack for the BFG's secondary fire mode while in Combat Mode 1.
Added a full auto guided plasma cannon for the BFG's primary fire mode when in Combat Mode 2.
Added an Orb turret that is released by the BFG to kill nearby enemies for 15 seconds with the secondary fire mode when in Combat Mode 2.
Added skin FX to the BFG when it's active.
Decreased the recoil push amount for the BFG's secondary attack.
Smaller enemy types can now be gibbed by the BFG's primary projectile.
The "Weapon Special" button will fire a Vortex projectile that will suck in smaller enemies to it eventually sucking them into a Singularity Hole. Larger enemies who cannot be sucked into the Vortex before it detonates can be sucked into the SIngularity Hole if they are close enough to it when its detonates.

-Artifact-
The Artifact can now spawn a bloody variant of the Forgotten Lost Soul called a Blood Soul with the secondary fire mode when in Combat Mode 1 if the weapon has been upgraded to level 1, requires 1 soul. Blood Souls will only stay around for a short time.
The Artifact can now spawn a bloody variant of the Pinky Demon called a Blood Hound with the secondary fire mode when in Combat Mode 2 if the weapon has been upgraded to level 2, requires 2 souls.
The Artifact can now spawn a bloody variant of the Baron of Hell called a Blood Knight with the Weapon Special button when in Combat Mode 1 or 2 if the weapon has been upgraded to level 3, but only 1 at a time can be present, requires 3 souls.
The Artifact has a new melee attack that sprays a deadly jet stream of blood that does a good amount of damage with a limited amount of distance if the weapon has been upgraded to level 1.

-Shoulder Lamp-
Replaced Shoulder Lamp light shader with a much brighter one.
Doubled the size of the Shoulder Lamp.
Shoulder Lamp light is much brighter.


= ENEMIES/NPC'S =

-Skins-
Added orange glowing symbols to the branded Hellknights' bodies.
Added glowing demonic symbols to the Forgotten.
Removed the drool from the Pink Demon's mouth.
Added blood to all Zombie skins to make them a little more realistic and much more gruesome.
All bosses have been given much more terrifying looking skin effects.
All demons and zombies in the Hell maps now have their own hellish skins.
Added green lights to Sentry bot bodies.

-Particles/Lighting-
Dynamic lighting effects added to all 3 Hunter Demons.
Added dynamic lighting effects to the Baron of Hell's flaming hands.
Added dynamic lighting effects to the Blood Knight's flaming hands.
Added dynamic lighting effects to the Lost Soul's flaming head.
Added dynamic lighting effects to the Forgotten's flaming head.
Added dynamic lighting effects to the Archvile's flaming hands.
Lost Souls will now produce streams of fire when killed.
Forgotten will now produce streams of fire when killed.
Lost Souls have an explosion effect when killed.
Forgotten have an explosion effect when killed.
Added dynamic lighting effects to Bernie the flaming zombie.
Added a pair of red lights to the Revenant's shoulder cannons.
Added a pair of blue lights to the Bruiser's cannons.

-Gameplay-
Sawyer zombie added to a couple maps to get the chainsaw back into the game.
Helltime Hunter takes half the time he originally did to recover from feeling pain and attacks twice as much.
Berserk Hunter stays in berzerk mode twice as long.
Invulnerability Hunter has had his health values for each stage of his boss battle increased.
Added Painelementals and Barons of Hell to the Hell map.
All harvest bodies no longer gib.
All bodies or gibs thrown with the Grabber no longer disintegrate.
Damage rates for monster attacks have been rebalanced.
Blast Radiuses for monster attacks have been rebalanced.
Friendly Characters and Monsters have been rebalanced.
All spawned Blood Demons will now explode upon death causing damage to nearby entities.
Barons of Hell will now explode upon death causing damage to nearby entities.
Reduced Forgotten spawn rate from Pain Elementals.
Pain Elementals now explode into chunks and release 3 Forgotten when killed.
Cacodemons now explode into chunks and release 10 of their electrical projectiles in random directions when killed.
Lost Souls when killed will sometimes turn into a Forgotten.
Lost Soul kick and knockback amounts caused by attacks have been reduced.
Forgotten kick and knockback amounts caused by attacks have been reduced.
Increased the hit detection size of the Revenant's homing missiles to equal the same size as the Rocket Launcher's missiles.
Doubled the Archvile's max health.


= MENU =

Added more screen resolutions to the options menu.
Added the Sikkmod menu for better optimizing of individual hardware setups.
Added new Sikkmod key commands to the standard controls options menu.
All maps loaded from the New Game Menu except for the Erebus 1 map will not start a new game and will load the player inventory correctly.
Set camera perspective toggle to a key press instead of an on/off option.
Added on/off crosshair option to the options menu in place of the on/off HUD option.
**( On/Off HUD Option was removed to make sure the new Rocket Launcher and Machinegun Scope Overlays worked correctly )**


= MISCELLANEOUS =

HD skins for all characters, monsters, weapons, and items have been added to the Texture Pack and fixed textures that had sliding issues when using any kind of parallax mapping.
HD variants of map load screen pictures have been added to the Texture Pack.
Blood spraying on screen from close range gunfire or melee attacks and monsters hitting you now look the same and now have normal mapping effects.
Went through every single height map setting for every single skin and texture and set them back to their original settings and then doubled them.
Added all singleplayer and multiplayer maps from the awesome mod In Hell and reset several of its textures to use better ones.
High Poly models have been added for all characters, monsters, items, and some of the weapon view models.
Self-shadowing has been removed on all character, monster, weapon, item, and map object models.
Increased player jump height a bit.
Increased player run speed a bit.
Ammo casings and general debris stay on the floor for 5 minutes before disappearing.
Adjusted the camera in third person to be more like Gears of War.
The Grab Command has been disabled.
Armor Protection Ratio increased.
New gibbing system added to the game that will cause cause some of the smaller enemies to get blown to bits by the rocket launcher and handgrenade or have their flesh vaporized by the Plasmagun, BFG, and Artifact.


= BUGS FIXED =
Spawned Sentry Bots via console commands now move around as they should.
Fixed an inverted controls glitch caused by aiming all the way up or down.

Version 7 Completed Features Update 12-13-15

Version 7 Completed Features Update 12-13-15

News 25 comments

Here's another update for what's done in version 7. I'm done with my part of the mod. All that's left is my partner's side of adding the Spider Mastermind...

Version 7 Completed Features Update 10-11-15

Version 7 Completed Features Update 10-11-15

News 23 comments

Well it's been a while since I updated you guys on what I've completed. Some features previously mentioned to be either WIP or completed may have been...

More features and changes in PD3 v7

More features and changes in PD3 v7

News 40 comments

I've started on making some more changes from the last time I posted some news here. This news post wont be as lengthy but Ive got a few things to discuss...

Version 7 Features So Far - 6-16-15

Version 7 Features So Far - 6-16-15

News 40 comments

Here is an updated list of what has been completed so far for version 7 of Perfected Doom 3. Some previous features have changed and some have been abandoned...

Crosshair Remover

Crosshair Remover

HUDs 5 comments

The crosshair was always annoying to me, especially when playing with mods like Perfected Doom that allow for Aiming Down Sights so I decided to make...

PerfectedMinimalHud

PerfectedMinimalHud

HUDs 6 comments

Minimal hud for Perfected Doom hide some annoying things like tips, tutorial pda, download pda bar, etc

WussMod for PerfectedDoom (v6.2.3) - v1.5

WussMod for PerfectedDoom (v6.2.3) - v1.5

Models Pack 10 comments

Not a models pack, a difficulty-change patch - that was the closest category for addons. This pk4 includes definitions to nerf the bad guys back to more...

Increased Monster count + some extras

Increased Monster count + some extras

Prefabs 27 comments

While Doom 3 nailed the atmosphere it slacked quite a bit on the combat. Doom 3 had a good amount of enemies, but for some reason Imps were mostly what...

Perfected Doom 3 v6 NextGen SoundPack

Perfected Doom 3 v6 NextGen SoundPack

Weapons Audio 10 comments

Standalone Sound FX redesign for perfected Doom 3. The mods assets were of somewhat better quality than vanilla Doom's, still most sounds weren't normalized...

NextGen Sound FX pack: Weapons/Pickups

NextGen Sound FX pack: Weapons/Pickups

Weapons Audio 2 comments

The pack's aim is to improve the quality of sound effects. Compared to vanilla, these sounds have doubled sampling rate, which makes for about twice the...

Comments  (0 - 10 of 1,625)
☪hatNoir
☪hatNoir

How are Things going with Version 7?

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Kruncher
Kruncher

Damn, cant wait actually. Keep a good work dude!

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VGames Creator
VGames

Just cleaning up ROE version. Looks like the release will happen as planned.

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Guest
Guest

Can you make an option for complete disabling of ADS?
It's very nasty to have fov decrease and speed slowdown during ads or to have a huge spread without it.

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VGames Creator
VGames

Only a few guns use it now. I don't think it hurts anything.

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poisonheadcrab
poisonheadcrab

Concerning the artifact in ROE. One of ROE's biggest issues was how badly balanced the artifact weapon was. You literally had ammo for it in almost every room and once the player gained berserk and invulnerability powers the game was too easy and monsters like the bruiser became trivialized. I think you should limit the amount of artifact ammo the player can get so you'll have to be more cautions about using it.

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VGames Creator
VGames

All the enemies deal more damage now so I think this will help with your issue. Thanks for the info.

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hakusa
hakusa

When can we expect V7.

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VGames Creator
VGames

End of this month, or very early next month.

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hakusa
hakusa

I gotta ask why not release v7 on june 20th is the final boss map actually almost done or something?

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VGames Creator
VGames

It's close. But my mapper is very busy and has not responded in a while. Waiting to here back.

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hakusa
hakusa

Oh well okay im not angry just bored with V6.2 and i wouldn't ask so many questions but the other doom mod that i like (Project Brutality) isn't updated either so just bored and waiting lots and lots of waiting it just feels like nothing gets done day after day you check ya know anyway sorry to waste your time i know your busy and keep up the great work man can't wait for the ROE version. :)

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hakusa
hakusa

Thanks :)

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Highest Rated (4 agree) 10/10

This is the best complete overhaul I have seen by far. THanks! Makes playing it again like playing a new game. Love, love, love that you gave options for the DoF, bloom, film grain, etc. How did you do the depth of field, tracers, motion blur? Could you do the same with Quake 4?

Dec 6 2010 by RedRyder

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