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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23 comments by VGames on Aug 6th, 2014


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 21 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 8 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 45 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 33 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 1,123)
Guest Feb 24 2015, 11:50am says:

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

Willow. Feb 14 2015, 9:55am says:

Still being worked on?

+1 vote     reply to comment
VGames Creator
VGames Feb 17 2015, 4:13pm replied:

At the moment no. Finishing up another mod then back to this. Its taking me longer then I thought to finish my Blood 2 mod but its about ready. So the after that back to PD3. Thanks for asking.

+1 vote   reply to comment
cpldingo1987 Feb 11 2015, 11:28am says:

What would you say the reccomended and minimum system requirements for this. I want to know if I can run it at its full potential.
8gb ram
gtx 660

+1 vote     reply to comment
SilentDarkness Jan 29 2015, 2:52pm says:

Hey hey. Long time no see.

Looking forward to V7 : D

Also, I have a bawss new computer, so i'll see if the graphical and AI issues I had previously are still here.

+1 vote     reply to comment
SilentDarkness Jan 29 2015, 6:16pm replied:

Okay, found a bug to report already. The problem is either intermittent or tied to the fire extinguisher in the Mars city Lounge. I quicksaved and killed myself by punching the fire extinguisher. Save didn't load.

EDIT: Intermittent. Can't replicate it now.

"failed to load console" error message in the console. Quickload, manual load and even trying to start a new game at that point all did not work. Had to restart Doom 3 altogether.

+1 vote     reply to comment
Guest Jan 19 2015, 8:29am says:

This awesome mod has a few issues. One of them is that you don't die in some places where you should: in one level you can get on surface of Mars, where there are no no oxy tanks, and live. In (fantastic) Tower of Babel you can drop outside the tower and just wander around, incapable of coming back... And while invisible imps are -in principle- great addition, they should never had *invisible projectiles*! There were way too many moments when I didn't know what just killed me, it turned out just annoying.

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TigerNightmare Jan 8 2015, 9:46am says:

So, I've been messing around with soul knights and they seem to be really bugged. Sometimes I get an error that says it can't load the console when trying to load a saved game and this happens much more often if there were soul knights on the map while the game was saving. Without fail, the game crashes after the Sabaoth boss death scene every time if there are soul knights on the map. And of course, there seem to be problems with scripted animations like a door opening or the bridge that pivots to the four points and soul knights can interrupt these if they're standing near/on the moving object.

Not related to the soul knights is how I'm able to survive falls to a few previously unsurvivable areas and just get stuck, like the molten hot area beneath the aforementioned bridge and the pit underneath the Sabaoth boss arena.

+1 vote     reply to comment
TigerNightmare Jan 7 2015, 6:49am says:
Someone tell me what the hell happened here. Some monster spawned when I used the soul cube and then my game crashed.

+1 vote     reply to comment
VGames Creator
VGames Jan 7 2015, 12:16pm replied:

If u would read the read me then u would know that if u use the secondary attack for the soulcube it spawns a Soul knight to help u fight. U need to aim at the floor to keep him from getting stuck in walls and what not. Its all in the readme. Don't know why your game crashed though. I've used the soul knight on all the bosses. No problems.

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TigerNightmare Jan 7 2015, 4:08pm replied:

Oh, thanks. Is it normal for the game to freeze up like that when summoning the soul knight?

The read me seems inaccurate at parts, though. The line about the double barreled shotgun says secondary mode has the choke feature of the normal shotgun's secondary mode but it seems to fire the second shell. It also says the chain gun's secondary fire uses 10 rounds per shot but the ammo gauge shows it using up 20.

+1 vote     reply to comment
VGames Creator
VGames Jan 8 2015, 10:40am replied:

Thanks for pointing that out. I'll fix the readme. U tend to overlook things when u work on something for over 10 years off and on.

And no it shouldn't crash. I'm sure it was because u miss used it by spawning him directly on the boss. Aim at the floor like the readme says.

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Doom III
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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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