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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5 comments by VGames on Apr 3rd, 2014

So far I've been successful in adding the Sikkmod graphics tweaking menu. Now you can set up the game's new graphics enhancements just like you would in Sikkmod. I've redone some of the options in the options menus to compliment the new Sikkmod menu.

I've fixed the sentry robots that you spawn in by console. They now move around as they should when spawned by the player.

doomtrinity will be looking into the SDK source to remove that chainsaw cutting feature where you are pulled into the enemy that you are cutting up. I've grown tired of that feature.

He will also be adding into the game the ability to dual wield the Double Barrel Shotgun. I've found myself not using this gun nearly as much as the others so I wanted to give it a feature that would make me see it in a whole new light. So what better way to make the gun cooler then by letting you use 2.

Anyways that's it for now. More to come.

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Increased Monster count + some extras

Increased Monster count + some extras

Jul 17, 2014 Prefabs 10 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

Feb 4, 2014 Weapons Audio 6 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

Feb 1, 2014 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...

Perfected Doom 3 version 6.2.3 Patch

Perfected Doom 3 version 6.2.3 Patch

Jan 7, 2013 Patch 41 comments

This is yet another patch to further fix some more problems found in my mod. This patch will take care of problems with the plasma rifle, an option in...

Perfected Doom 3 Texture Pack v2.0

Perfected Doom 3 Texture Pack v2.0

Jan 7, 2013 Textures 13 comments

This is version 2 of my Perfected Doom 3 Texture Pack which now includes HD textures from the great Wulfen and awesome Monoxead texture packs as many...

Perfected Doom 3 version 6.2.0 Patch

Perfected Doom 3 version 6.2.0 Patch

Dec 27, 2011 Patch 30 comments

This patch was created to add new maps and gameplay features to Doom 3. It was also made to refine some previous mod features and bugs. You do not need...

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DeriseMitchell Jul 24 2014, 1:07am says:

Is there any way to make this work with LMScoop? If not, that's fine I was just wondering if I could coop with some friends of mine. Love the mod anyways, I don't play Doom 3 without it.

+1 vote     reply to comment
VGames Jul 24 2014, 9:39am replied:

Ive been meaning to ask the LMScoop team if they could make there work compatible with mine but I need to make sure my source is at a completely finished state since I'm sure they'll need it to implement their code from their source. I am going for that but not just yet. Probably after the next release. Glad u like the mod.

+1 vote     reply to comment
Aeron216 Jul 25 2014, 8:52pm replied:

Oh my god man, I really hope something can be done at the end because I've been trying to get to work as much as possible from your mod with LMS without any succes ):

But anyway I've really enjoyed your mod, specially with everything at max settings :) Thanks

+1 vote     reply to comment
VGames Jul 26 2014, 12:29am replied:

I've been talking to calimer himself, the leader of the LMS team, and he's gonna look into what can be done regarding this merge. When I hear more from him I'll update you guys here.

glad u like the mod. Just wait for the next release.

+1 vote     reply to comment
JohnnyTheWolf Jul 24 2014, 12:34pm replied:

Awesome! I don't mind the extra challenge, so long as it's fair. Besides, the game is hard enough as it is abd tge Nightmare Imp in DooM 64 already had visible projectiles.

Good idea regarding the Adrenaline pickup. However, you may want to replace it by the Berzerker pickup altogether, as you encounter it only twice in vanilla DooM 3.

+1 vote     reply to comment
VGames Jul 24 2014, 1:35pm replied:

That is true but I don't want to take away from the original berzerker pickup. Plus it would look out of place in the non hell maps. I think it would fit more as a separate pickup that acted like its counter part and had to be injected like some real world steroid.

+1 vote     reply to comment
JohnnyTheWolf Jul 24 2014, 7:31pm replied:

The first Berzerker pickup is found for the first time at the end of Communication Transfer, though. Maybe you could replace the floating Berzerker item with the Adrenaline hypo and have the latter work like the former?

+1 vote     reply to comment
VGames Jul 24 2014, 10:09pm replied:

I'll probably just replace all of the adrenalines with the berzerker pickups. Thanks for the heads up.

+1 vote     reply to comment
poisonheadcrab Jul 26 2014, 9:07pm replied:

Seeing more bezerks would be pretty cool, but I'd make them not last too long so the player will need to be careful not to waste them.

+1 vote     reply to comment
VGames Jul 26 2014, 10:15pm replied:

Good idea. I'll see what I can do.

+1 vote     reply to comment
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Doom III
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Released Aug 12, 2010
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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, 3:05pm by RedRyder

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