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 and it's Resurrection of Evil expansion.

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Perfected Doom 3 version 7 for Doom3:

Moddb.com

= WEAPONS/ITEMS =

-General-
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.

shot00007

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, Chainsaw, Machinegun, Chaingun, Plasmagun, Rocket Launcher, BFG, and Soulcube 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.

-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 Cluster Bomb that will explode after 3 seconds releaseing 4 more smaller bomblets.

-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 CM2 primary fire mode.
Increased the firing speed for the Rocket Launcher's CM2 primary fire mode.
In Combat Mode 1 the primary fire mode fires a standard missile.
In Combat Mode 1 the secondary fire mode will launch a dummy missile that will bounce around like a grenade for 3 seconds before detonating.
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 will fire off all remaining rockets in the magazine rapidly.
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 grenades instead of the standard flying missile.
Made Rocket Launcher wait a few seconds before firing either of the fire modes that unleash all remaining ammo in the magazine.

-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.

-Soulcube-
The Soulcube secondary attack now has the player throw the soul cube on the floor and after 3 seconds The Soul Knight spawns where the Soulcube was last sitting.
Only one Soulknight at a time is allowed, if one is present he will be replaced by a fresh one if you try to spawn another.
When in Combat Mode 2 the primary fire mode will give you a Mega Health powerup boosting your health to 200.
When in Combat Mode 2 the secondary fire mode will max out your inventoried ammo with a Mega Ammo powerup.
The "Weapon Special" button will fire out an energy beam that can damage and shoot through enemies as long as the button is being held down.

-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 Dead Souls.
Nightmare Imp now has its own set of textures when visible.
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.

fatty2

All bosses have been given much more terrifying looking skin effects.
Sabaoth has a bloody death skin now.
All demons and zombies in the Hell maps now have their own hellish skins.

pinkyinhell

Added green lights to Sentry bot bodies.

-Particles/Lighting-
Added particle effects to the Nightmare Imp fireball projectiles so they can now be seen.
Added dynamic lighting effects to the Baron of Hell's flaming hands.
Added dynamic lighting effects to the Soulknight's flaming hands.
Added dynamic lighting effects to the Lost Soul's flaming head.
Added dynamic lighting effects to the Dead Soul's flaming head.
Added dynamic lighting effects to the Archvile's flaming hands.
Lost Souls will now produce streams of fire when killed.
Dead Souls will now produce streams of fire when killed.
Lost Souls have an explosion effect when killed.
Dead Souls have an explosion effect when killed.
Added dynamic lighting effects to Bernie the flaming zombie.
Nightmare Imp now has blue/purple disintegration effects.
Added particle and sound effects to the Spectre when they flash into view while getting hurt and killed.
Added a red head light to the Cyberdemon.

cyberlight

Added a green light to the Sabaoth's BFG cannon.
Added a pair of red lights to the Revenant's shoulder cannons.

-Gameplay-
Damage rates for monster attacks have been rebalanced.
Blast Radiuses for monster attacks have been rebalanced.
Friendly Characters and Monsters have been rebalanced.
Soulknights will now explode upon death causing damage to nearby entities.
Barons of Hell will now explode upon death causing damage to nearby entities.
Reduced lost soul spawn rate from Pain Elementals.
Pain Elementals now explode into chunks and release 3 Dead Souls 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 Dead Soul.
Spectre Pink Demon will now flicker into visibility while getting hurt and will become visible when killed.
Nightmare Imp will now flicker into visibility while getting hurt and will become visible when killed.
Lost Soul kick and knockback amounts caused by attacks have been reduced.
Dead Soul 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 Mars City 1 map will not start a new game and will load the player inventory correctly.
Added a map select menu for the new maps from the In Hell mod.
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.

Comparison

Edited the Mars City Underground "Flashlight Tip" to reflect the fact that it has been completely removed from the game.
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.
Added a chance that a Pumpshotgun will be replaced by a Double Barrel Shotgun in any given map.
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 Soulcube.

= BUGS FIXED =

Fixed the Mars City Underground scripted events that didn't work correctly.
Fixed a crash in 3rd map - Return to Mars City.
The Sabaoth's death scene game crashing bug that occured when a Soulknight was present has been 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.

Perfected Doom 3 version 7 for Resurrection of Evil:

Moddb.com

= 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 whe pressing the Weapon Special button while in CM2.

-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.

shot00001 1

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 Cluster Bomb that will explode after 3 seconds releaseing 4 more smaller bomblets.

-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 CM2 primary fire mode.
Increased the firing speed for the Rocket Launcher's CM2 primary fire mode.
In Combat Mode 1 the primary fire mode fires a standard missile.
In Combat Mode 1 the secondary fire mode will launch a dummy missile that will bounce around like a grenade for 3 seconds before detonating.
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 will fire off all remaining rockets in the magazine rapidly.
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 grenades instead of the standard flying missile.
Made Rocket Launcher wait a few seconds before firing either of the fire modes that unleash all remaining ammo in the magazine.

-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.

Maledict

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.

PD3 HD Texture Pack 3.0 Part 1 and 2:

Moddb.com

Moddb.com

PD3 HD Texture Pack 3.0 ROE Patch:

Moddb.com

PD3v7 Source Code:

Moddb.com

ROE Version 7 Completed Features 5-13-16

ROE Version 7 Completed Features 5-13-16

News 19 comments

OK so I figured while I wait on the Spider Mastermind to get done for PD3 v7 I'd go ahead and show some features added to PD3 for ROE. Some of these features...

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...

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Perfected Doom 3 Texture Pack v3.0 Part 1

Perfected Doom 3 Texture Pack v3.0 Part 1

Textures 3 comments

This is the first part of version 3 of my Perfected Doom 3 Texture Pack which now includes HD skins from y2keeth for weapons, objects, and monsters. It...

Perfected Doom 3 Texture Pack v3.0 Part 2

Perfected Doom 3 Texture Pack v3.0 Part 2

Textures 0 comments

This is the second part of version 3 of my Perfected Doom 3 Texture Pack which now includes HD skins from y2keeth for weapons, objects, and monsters...

Perfected Doom 3 Texture Pack v3.0 ROE Patch

Perfected Doom 3 Texture Pack v3.0 ROE Patch

Textures 0 comments

This patch is to be used along with Part 1 and 2 of the Texture Pack 3.0 content. Simply put the contents of this zip file into your Perfected_ROE mod...

Perfected Premium Pack part 1 v3.0 FINAL

Perfected Premium Pack part 1 v3.0 FINAL

Models Pack 16 comments

This mod adds extra content to the Perfected mod. MAKE SURE YOU HAVE DOWNLOADED PART 2 OR THIS MOD WILL CRASH. In this combo pack you'll get, 3 new weapons...

Perfected Premium Pack part 2

Perfected Premium Pack part 2

Textures 3 comments

you NEED part 1 installed as well for this to work. This file is big as it contains many redux textures, just imagine playing perfected with redux textures...

Trent Reznor's monster sounds

Trent Reznor's monster sounds

Audio Pack 1 comment

This add-on replaces the sounds for the imp, pinky, commando zombie, and the Hellknight with older versions from Trent Reznor. This pack has been floating...

Comments  (0 - 10 of 1,943)
DarkStarAngelo
DarkStarAngelo

Hey - loving the mod so far; it's pretty damn great but I have to be honest and say that I'm having a ton of issues. I've gotten to Alpha Labs Sector 3 which we all know isn't far at all but getting there, I've been facing tons of issues. It plays greats with very few bugs and basically no performance drops whatsoever (Unlike V6) but my issues are almost entirely crash related.

I've experienced crashes on multiple occasions which are seemingly random, one issue where the game breaks my quicksaves for no discernible reason and leaving them useless which is infuriating especially when it happens near the end of a level which is has done three times. And one instance where a crash left my monitor blindingly bright, the only way I could fix that is by changing the brightness in my Nvidia Control Panel. And of course the usual Sikkmod bugs that makes the screen all mental but I can deal without the effects that do that just fine. I would love to show a log on this but sadly I couldn't find anything.

I would like to dish out a bit of criticism in regards to design that have irked me during my time with the mod so far and the biggest and most obvious one to me is what I like to call the "Sikkmod 1.1 problem" - I call it that since I feel that's where the issue originated and 1.2 fixed the issue. Basically it's where enemies are ridiculously, stupidly tough if you shoot them anywhere but the head. I think this works fine for zombies (but NOT z-secs; too many modders make them way tougher than they have any right to be), no problems there at all but the fact that it affects all enemies is a major issue due to their speed and power, especially on Veteran. This problem is made much worse with the increased enemies addon - an exciting and terrifying encounter like having tons of wraiths charging at the player is completely ruined when you have to aim at each and every single demon's head to kill them and that isn't easy with how small some demon's heads are. Too many mods have this problem and it makes combat incredibly tedious when they won't die when they should. I recall V6 of this mod having the same problem.

Another smaller problem I found is that ammo is far, far too abundant; hell it's at its worst with the machine gun because no matter how much I try to chew through ammo with that thing I am constantly at max ammo all the time. I think the best way to fix this is to make ammo and weapon pickups give the player much less ammo to make them really explore and work to keep themselves well-stocked. Speaking of the machine gun - I feel that using the scope function should slow down mouse sensitivity since I feel it's way too fast when zoomed in. Personally I'm playing the mod with a controller and while it plays really well with the setup I have in Xpadder, that's the only problem I have when it comes to aiming.

Another thing I don't like is there are WAY too many imps - I mean the base game has the problem where I feel the overuse of imps waste space for more interesting encounter with different enemy types but holy hell there are a lot and I'm not too fond of that. I don't know if imps become rarer later on (I hope so) but I feel a stronger focus on zombies and z-secs with the occasional larger imp encounter in the early game would make it feel much smoother in terms of pacing.

But other than these problems that I'm personally having and how rocky it's been for me so far, I adore the care and attention to detail and just how much effort was put into this mod - it really is great fun and I when I play it, I just think to myself "Wow, this is how Doom 3 should be!". A strong mix of atmosphere and action - it's great stuff. But these problems that I'm facing are really putting the experience down for me and I would love to see these problems addressed in a patch or something.

Anyway sorry for the huge wall of text here but I feel that wraps up what I need to say for now - have a nice day!

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Recezy
Recezy

Try out my add on for here, it has a scary/harder version, so much less ammo and pick ups, also you can chose whether you want the game to be completely dark and only flashlight for source of light OR just have it normal maps back. In my mod the grenade primary fire mod comes with a flare as well and when it explodes it will cause damage to nearby monsters, but it won't detonate if you stand on it like the proximity mine fire mode.

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DarkStarAngelo
DarkStarAngelo

I'll try it out :) It's still a huge shame I am having these issues with the standard V7 :/

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VGames Creator
VGames

Some of these issues such as the corrupt save games has to do more with your PC specs and not the mod. I don't have these issues along with others while some do. You are among the few. Sorry for that but I don't see any way to fix that. And your graphical issues have to do with your GPU and or drivers. I have zero graphical issues with PD3 or Sikkmod and I use an Nvidia 960 GTX. The rest of your issues are merely opinion. I can't make everybody happy. Glad you're enjoying the mod.

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Recezy
Recezy

I love you Vgames <3 God bless you and the kids. Always helping out others!

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DarkStarAngelo
DarkStarAngelo

Just gonna be blunt here; I don't know how my specs are causing problems considering my PC is pretty beasty (GTX 980, i7 5820k 6 core, that jazz) and every other mods I've played doesn't corrupt my saves (That includes PD3 V6) so that's a total mystery to me. The sikkmod graphical things aren't a big issue at all since I can do without the ones that don't work but I do know Absolute HD did fix those issues so I imagine it's partly down to sikkmod. I know the other issues I have are opinion but I feel they really hurt the design in a big way and to me, that's absolutely worth criticising. I can't fix the technical problems but I can fix the issues I have with the design since editing .def files is insanely easy - I guess I'll go and do that.

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DarkStarAngelo
DarkStarAngelo

As for the design problems I had, I've fixed them myself - Only took about 20 minutes and I can confirm that fixing the damage scales and nerfing ammo pickups makes the mod infinitely more enjoyable.

Also once again another corrupted save. And this time I managed to have a good look at the console to see what caused it. Apparently the problem has something to do with In Hell, something about a bad cvar not being able to load properly in the main menu and for some reason that renders my save useless because hurray technical issues. Now I know for a fact this isn't an issue with my machine, it's clearly a problem with your mod and that **** needs fixing. Not to sound spiteful - I'm just being brutally honest because even though you had no problems making and testing it, it's clear that there are others who are having problems. So rather than dismissing it as "Oh it's your PC even though I don't know your specs", why not investigate and see what you can find that causes these issues and rat that sucker out.

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DarkStarAngelo
DarkStarAngelo

Don't get me wrong though - as harsh as I am about this whole thing it's nothing personal against you, I still think you did a fantastic job on the mod; it really is great to see this kind of talent especially in the small Doom 3 modding scene and I can't help but commend you for your work. While I was more ranting than anything, I can't help but be really disappointed that I and others are having issues that shouldn't even be a thing. It just makes it even worse when it's a really good mod. I decided to try a fresh install and start from where I left off and I'll see how it goes from here - if all goes well and I don't face any corrupted save files then it's most likely either a corrupted install or the texture packs (I decided to delete them to see if that makes a difference). I'll let you know if I have any more issues so just ignore my rant for the time being.

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VGames Creator
VGames

Can't fix something I don't have issues with. I've already looked into this corrupted saves problem. Many times. Sorry. Try compiling the source yourself.

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Recezy
Recezy

Download the premium packs and install them into the perfected folder, then open up my scary version and also put it inside the perfected folder as well and it will work.

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Highest Rated (8 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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