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  (20 - 30 of 1,073)
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
LightningHunter
LightningHunter Sep 24 2014, 12:36am says:

Has anyone noticed that with Venom's HQ menu, you can't overwrite an old saved game? Also, sometimes menus will overlap each other if you open them, resume game, then go back to the menu. Is there a fix for this? at the very least, I want to be able to overwrite an old saved game, so I don't have like 50 save files. :P

+1 vote     reply to comment
VGames Creator
VGames Sep 24 2014, 9:42am replied:

I'll check it out.

+1 vote   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 Creator
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
Guest
Guest Sep 23 2014, 3:01pm says:

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LightningHunter
LightningHunter Sep 21 2014, 3:45pm replied:

I have tried quite a few different vfp files online and taken screenshots to compare them to the one currently in Perfected Doom. The closest match I could find that eliminates parallax mapping is in Sikkmod 1.0, although the highlights/glare are too intense at times compared to the Perfected Doom vfp. The vfp files contained in Sikkmod 1.1 and 1.2 are quite a bit different, and honestly don't look nearly as good. It's too bad you don't have the Perfected Doom vfp without parallax mapping, because I think that version would be the best compromise for the average gaming computer like mine. Do you remember the author or name of the vfp file you downloaded for Perfected Doom? I could attempt to search for it. I think it looks the best by far, and I would be using it if not for the drop in fps caused by parallax mapping.

Just for reference, my computer has an i5-3470 processor with 8GB of RAM and a Geforce GTX 550 Ti (1GB) card. I didn't think a game as old as Doom3 would be able to bring my computer to its knees, but evidently parallax mapping does just that!

+1 vote     reply to comment
LightningHunter
LightningHunter Sep 21 2014, 10:01pm replied:

Hey VGames, did you use any of the interaction.vfp files in this mod? It contains a lot of interaction files...
Doom3.gamebanana.com

+1 vote     reply to comment
VGames Creator
VGames Sep 22 2014, 1:19pm replied:

I don't think so. I'll look and see if I still have the pack that has them. I don't think I do. I'll reconsider keeping the original PD3 vfp. We'll see.

+1 vote   reply to comment
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Platform
Windows
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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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