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.

Post news Report RSS Version 7 Features

Here's a list of what will be in the next release of PD3. It's a tentative list so it will be edited as things progress.

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Completed:

fixed the Mars City Underground scripted events that didn't work correctly
made the marks left on walls and objects by the chainsaw glow for a short time
added orange glowing symbols to the branded Hellknights' bodies
added more screen resolutions to the options menu
all weapons make blood splatter on the screen when attacking monsters at close range
doubled the size of the shoulder lamp light
blood spraying on screen from close range gunfire and monsters hitting you now looks the same
added the ability to dual wield the double barrel shotgun
added the sikkmod menu for better optimizing of individual hardware setups and more game options
fixed a crash in 3rd map - Return to Mars City
added particle effects to the nightmare imp fireball projectiles so they can now be seen
removed chainsaw cutting feature where you were pulled into your enemy
spawned sentry bots via console commands now move around as they should

Under Development:

adding glowing eyes to the Dead Souls

reducing bump mapping on some of the lesser seen textures to remove distortion

adding slow motion effects to all of the monsters' deadly attacks to help the player react to them before they strike

add a melee system for all weapons to let the player bash an enemy at close range
- all weapons are done except for the Chaingun, Rocket Launcher, BFG, and Soul Cube

add Last Man Standing Coop compatibility to let players play PD3 with that awesome mod

Ideas Being Looked Into:

I was also thinking about making the adrenaline pickups allow you to slow down time like Max Payne to get you out of a tight jam. Since I removed the stamina feature from the game the adrenaline pickups have been obsolete. So I thought this would be a nice feature that they could be given to add to the gameplay. That or I could just replace them with berserker pickups.

Comments
JohnnyTheWolf
JohnnyTheWolf

Looking good! :D

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Schopenhauer
Schopenhauer

A next Version on the horizon!!

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CorporalHicks
CorporalHicks

I CAN'T WAIT FOR THE LMS IMPLEMENTATION!

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VGames Author
VGames

That's not completely under my control. Its all in calimer's hands and whether or not he can get his lead programmer back on board. I'm praying for it to go through.

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VGames Author
VGames

Which deadly attacks like the imps leaping attack are most troublesome for you guys?

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Svarog246
Svarog246

First encounter with Maggots nearly always results with my untimely demise, a swarm of enemies with high meele damage and deadly lunge? Death. Other than that? Revenants, oh god I hate them and their rockets, especially if they were standing behind a door that just opened. Still, other than Maggot introduction scene I find the difficulty nice and well balanced, it keeps me on my toes and provides for a 10x scarier experience than vanilla where I felt immortal most of the time.

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Mikeaol21
Mikeaol21

Revenant missiles kill me dead every single time. It doesn't help that armor is basically useless.

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Svarog246
Svarog246

I have two questions 1: Why isn't there a menu option for setting this g_useRandomEncounters ? When I found that I started having lotsa fun, it completely changes the game if it's g_randomencounters stuff is set up right, this option has a tons of awesome potential, it should be expanded.
And 2: g_zombieResurrectionLimit is that an artifact of E3 doom where zombies actually got up or is there a way to make it work somehow? Because it would be awesome (Zombies "die" and get up when player is not looking unless head-shot) to have moved on with stuff and then get attacked by a zombie you just "killed".

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VGames Author
VGames

Random encounters will be available in the next release. As will the resurrection features. All features from Sikkmod will be available in PD3 version 7 via the Sikkmod menu that I'm adding to the main menu. No worries. As for the Maggots leaping attacks, I'll add those to the list. I think I'm gonna add the slow motion effects to all of the monsters' deadly attacks. That way they're all covered and you have a better chance at survival. You may not have trouble with other attacks but somebody else might. This way everybody has a fighting chance.

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Svarog246
Svarog246

Awesome! Can't wait to see the new update. And about slow motion, It's going to be optional right? It is true that some attacks are very hard to dodge and for some people (example) once a revenant shoots the rockets it's quick load time but for me and probably many others the extra challenge helps build the atmosphere by preventing run 'n gun style of gameplay. Just a suggestion but if it would be done by adrenaline pickups as the news mentioned there could be an option to auto-apply adrenaline in a tense situation (tense situation = monster getting ready to do deadly attack or a revenant's rocket traveling towards player's face) it wouldn't break the immersion or make the game too much easier. Maybe the player could carry around 2-3 adrenaline pickups, one probably would not be enough. And well, adrenaline is pretty useless now (I don't think I ever used it once while playing PD).

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VGames Author
VGames

It won't be optional. It'll happen every time a monster attempts a deadly attack on you. It won't get in the way at all. It actually adds tension to the game. Because you know it's coming and if you hesitate you will lose a lot of life. And you know it. When it happens in real time it kind of loses its scare effect. Such as when a Wraith does its stabbing deadly attack. I rarely notice its coming. But with a slo-mo effect added to it. I know I got to move or kill it before it hits me or I'm probably gonna die. It's scary because I can see it coming. I hope that makes sense.

I'm still on the rocks with the adrenaline pick ups. I'm leaning towards replacing them and making them act like berserker pickups. Not sure though.

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Svarog246
Svarog246

It makes a lot of sense actually, you're completely right. And the berserker thing would be cool combined with melee system for the weapons. Anyway, Thanks for your answers and good luck with all the work.

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VGames Author
VGames

Thanks for understanding. I aim to make this mod great.

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Mikeaol21
Mikeaol21

This. Also, please buff the fists to either attack faster or do a bit more damage (or both). Fists are entirely useless and may as well just be cut altogether at this point.

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Astral-Revenant
Astral-Revenant

Sounds awesome. I can't wait for a release. The new game-play features, LMS support and other additions sound quite badass. The bit about the adrenaline pickups sounds like the combat system in FEAR. Do it! That would make things very interesting. Good luck VGames, if doom 4 doesn't succeed, you'll be like the doom guy that saves it from getting blown to bits by a cyber-demon overlord. :-)

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