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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20 comments by VGames on Aug 6th, 2014

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.

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Increased Monster count + some extras

Increased Monster count + some extras

Jul 17, 2014 Prefabs 12 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 7 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 43 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 32 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...

Post comment Comments  (10 - 20 of 1,069)
onikenshin
onikenshin Oct 3 2014, 8:38pm says:

Aim down sights?

0 votes     reply to comment
Guest
Guest Sep 29 2014, 11:08am says:

This comment is currently awaiting admin approval, join now to view.

VGames
VGames Oct 1 2014, 8:49am replied:

Yeah sure.

+1 vote     reply to comment
LightningHunter
LightningHunter Sep 27 2014, 12:06pm says:

Hey VGames, I may as well continue to list all the problems with Sikkmod that I find, so you can fix them for your 7.0 release. I'm not sure if this was on purpose, but I noticed that with Sikkmod, the oxygen levels outside deplete much slower than the official game did. This almost makes oxygen tanks useless. I tried to fix this myself, but can't find the code that controls this. Is it built in to the engine code, or is it in a definition file?

Also, I'm not sure if you already fixed this, but Sikkmod 1.2 had two other issues: The Random Item removal code is broken (it works in 1.1); and NPCs gib far too easily (with one pistol shot).

+1 vote     reply to comment
Draken147
Draken147 Sep 28 2014, 10:40am replied:

About the oxygen in this mod, I like the fact it depletes slower, in fact, it baffles me why is the marine breathing as if he just surfaced after 15 minutes of holding his breath underwater every time he is outside, I'd love it if tanks got removed altogether now.

+1 vote     reply to comment
VGames
VGames Sep 29 2014, 9:25am replied:

No tanks?? I'll look into that and see just how difficult that would be to accomplish. I hate them too.

+1 vote     reply to comment
Draken147
Draken147 Sep 30 2014, 4:57pm replied:

Probably not too hard, there aren't that many levels with outside time and those tanks are only found outside, I never needed them, every outside sequence is so short I don't even know why they bothered to put them there, they would be more useful if they exploded when shot. By the way, I don't know if it was like that all the time or if I messed something up cuz I don't run much but stamina is still there and it still works, player can't run indefinitely, I fixed it by editing the a script and giving the player near infinite number of it.

+1 vote     reply to comment
VGames
VGames Oct 1 2014, 8:47am replied:

Actually I noticed that too just recently. I swore it was infinite already. Will be fixed in the next release.

+2 votes     reply to comment
LightningHunter
LightningHunter Sep 24 2014, 10:35pm replied:

Found another big issue with Venom's HQ Menu. The skill level is set to "0" (recruit) no matter what skill is selected with a new game. Did Venom actually playtest his menu after creating it? Seriously, those are some huge bugs, and I will be deleting his menu completely until someone fixes these glaring issues.

+1 vote     reply to comment
VGames
VGames Sep 25 2014, 9:19am replied:

Never noticed that. Nightmare seemed like nightmare to me. I'll check that out too again.

+1 vote     reply to comment
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Platform
Windows
Game
Doom III
Developed By
VGames
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Release Date
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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