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.

Image RSS Feed Latest Screens
Dual Double Barrel Shotguns Sikkmod Enhanced Perfected Doom 3 Pics Sikkmod Enhanced Perfected Doom 3 Pics
Blog RSS Feed Report abuse Latest News: Completed features and what's to come

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.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
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 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 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...

Post comment Comments  (10 - 20 of 1,001)
JohnnyTheWolf Jul 21 2014, 11:34am says: Online

The Nightmare Imp's projectile should either instakill you or be invisible. NOT BOTH!!!

+1 vote     reply to comment
VGames Jul 21 2014, 11:42am replied: Online

It doesn't insta kill unless it hits you in the head. Don't get hit in the head. That would kill you in real life. OK!!!

+1 vote     reply to comment
JohnnyTheWolf Jul 23 2014, 10:54am replied: Online

Well, it's hard to dodge a projectile that you cannot see. :/

Also, on a side-note, what is the purpose of Adrenaline, now that you no longer have limited stamina?

+1 vote     reply to comment
VGames Jul 23 2014, 8:08pm replied: Online

Yeah they're a complete nightmare to deal with. I'll consider letting their projectiles have visible particle FX since I've had more people then just you complain about them. I even have trouble with them sometimes.

I've been meaning to replace the adrenaline with one of the other powerups in the game. Not sure yet. Maybe I'll make it act like the berzerker pickup but with a shorter time span.

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

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: Online

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
poisonheadcrab Jun 21 2014, 3:45pm says:

I was going to reply to Vgames reply to me but I see its been pushed to the next page. Anyways, since you plan to keep the soulknight I thought I'd re-post my bug report on it. Spawning soulnights works fine, even when more than one is on the map. However using the teleport command is when I start to run into problems. The game will not crash right away, only when I reload a saved game after prompting said command. The game will redirect me to the console with the error message (couldn't load console). At first I thought it was an issue with the additional hell lvls, took me a while to figure out what was causing it. The game also locked up after I used a soulknight to kill saboath.

+1 vote     reply to comment
VGames Jun 21 2014, 5:57pm replied: Online

Never had any problems with the teleport command. Sorry but I can't help you if I don't get the same error. Are you using the old retail version of Doom 3 or the Steam version?

+1 vote     reply to comment
poisonheadcrab Jun 21 2014, 11:50pm replied:


+1 vote     reply to comment
VGames Jun 22 2014, 4:52pm replied: Online

Map loads fine for me. I used the level select in the new game menu and I also loaded up the map via the console. I don't know what to tell you.

+1 vote     reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Doom III Icon
Doom III
Developed By
Send Message
Release Date
Released Aug 12, 2010
Mod Watch
Track this mod
Community Rating



114 votes submitted.

You Say


Ratings closed.

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

First Person Shooter
Single Player
Embed Buttons

Promote Perfected Doom 3 on your homepage or blog by selecting a button and using the HTML code provided (more).

Perfected Doom 3 Perfected Doom 3
Perfected Doom 3
175 of 22,010
Last Update
2 weeks ago
451 members