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

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 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  (30 - 40 of 1,124)
TigerNightmare
TigerNightmare Jan 7 2015, 6:49am says:

Youtu.be
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.

+1 vote   reply to comment
TigerNightmare
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.

+1 vote   reply to comment
AlbinoBob147
AlbinoBob147 Jan 4 2015, 12:50am says:

So, I ran into a problem. Yesterday, I was playing with the mod and everything was working perfectly. But when I started it up today, I got around 10 fps. I didn't change or uninstall anything. Any idea what the problem could be?

+1 vote     reply to comment
VGames Creator
VGames Jan 6 2015, 9:37am replied:

Sorry I have no clue what that could be. Try removing any config files and reset your settings in the options.

+2 votes   reply to comment
AlbinoBob147
AlbinoBob147 Jan 7 2015, 1:57pm replied:

That worked! Thanks for the response.

+1 vote     reply to comment
TigerNightmare
TigerNightmare Jan 2 2015, 1:23pm says:

I'm playing through the section that's called Tower of Babel and while having no flashlight here is a minor pain, this part with the two mancubi and the infinitely spawning maggots isn't very intuitive. I keep running around and using way too much ammo blasting stray maggots that harass and there's a stone door that makes an electric 'locked' sound when I touch it. At one point, while walking on the upper level, this gate rose up as I passed by. I went in and then I fell somewhere outside. I could barely see anything and I couldn't seem to find my way back. I had the same problem with the red commando hunting earlier that forced me to reload a save because I fell to the bottom with no way back up. Anyway, I'll probably figure it out eventually, but maybe there's something to do to make it less tedious. Maybe a sound or a light or something that directs the player's attention.

+1 vote     reply to comment
PERFECTEDDOOMSUCKS
PERFECTEDDOOMSUCKS Dec 30 2014, 8:02pm says:

Perfected doom sucks big **** id rather get eaten by a fat women than to play this horrible mod.....Just kidding this mod is awesome! keep up the good work

+1 vote     reply to comment
LyokoDesura
LyokoDesura Dec 30 2014, 5:58pm says:

Sorry to bother you, but I seem to be having this problem where, when I activate HDR, the image gets covered with a pixellated rainbow & I can't make out any details. It's not that everything is recolored, it looks like a rainbow is covering the camera lens. Also, turning on "true depth of field" makes weapon viewmodels blurry. Would you be able to fix those? Also, a few suggestions:
-In the "Script" files for weapons with a "burst" alt-fire & separate "ammo required per secondary shot", "ammo required per primary shot" & "number of projectiles per primary shot" attribute definition tags, there should be an attribute definition tag for "number of projectiles per secondary shot"
-You know how the BFG-9,000's alt-fire basically launches a level 2 primary fire charge-shot while only using 1 ammo? Well, why not just move the charging mechanic entirely over to the alt-fire for that weapon, removing that redundancy? Also, add an "aim down sights" animation when zooming in with the BFG-9,000 as your active weapon. Additionally, there should be attribute definition tags in the "weapon_bfg.script" file for how much ammo is consumed by the different charge levels.
-Third-person reload animations should have the magazine (or shell in the shotgun's case) properly modeled in the character's hand. This applies to both the player & NPCs.
-Worldmodels should be edited to include viewmodel details missing from them for consistency (for instance, edit the Plasma Gun's worldmodel so the ammo tracker is included).

+1 vote     reply to comment
LyokoDesura
LyokoDesura Dec 26 2014, 1:11pm says:

Are there plans to add dynamic screen resolutions?

+1 vote     reply to comment
VGames Creator
VGames Dec 27 2014, 9:40pm replied:

Sorry what do u mean.

+1 vote   reply to comment
LyokoDesura
LyokoDesura Dec 28 2014, 11:04am replied:

What I mean is make it so the highest available resolution in the options menu is the monitor's native resolution. I use a 1366 by 768 monitor, for example. Also, I few ideas for weapons:
-Super Shotgun:
--Change it to an over-under
--Give it a separate caliber of shotgun shells than the pump shotgun. The pump shotgun would use 2.75 inch shells & the Super Shotgun would use 3-inch shells
--The Super Shotgun's secondary fire now launches a hunting slug, paying homage to the Super NES port version of Doom 1's pump shotgun.
-Pistol:
--Make the second pistol use a caliber separate from the single-wield pistol, allowing you not to worry about reserve pool discrepancies.

+1 vote     reply to comment
VGames Creator
VGames Dec 28 2014, 1:35pm replied:

I'll just add more resolutions to the options. That should help u out.

Sorry but everything that you've said about new ammo types would require me to go through many many maps and add the new ammo pickups. Recompiling those individual maps alone would take a while. I'm not doing that. Plus I don't feel the need for the new ammo types. Kind of unnecessary. And over and under double barrels are not as cool as side by side double barrels. Sorry but thanks for the suggestions.

+2 votes   reply to comment
LyokoDesura
LyokoDesura Dec 30 2014, 2:41pm replied:

Well, the "3-inch shells for the Super Shotgun" thing was meant to enhance realism, since most double-barrel shotguns I've seen in real life used 3-inch shells, considering they're meant to be used on stuff a 2.75-inch shell can't handle. Could you at least send me a tutorial on how to set up the ammo customizations to make them work in-game (Including making the code recognize them. I just need tutorials so I can do this all myself. My email is in my profile)? I'm thinking of sending them to you as an add-on for the mod. Also, the "over-under" was so the barrel arrangement wouldn't throw off a first-time player's aiming attempts with the Super. I've noticed that aiming a double-barrel with the sights is easier when it's an over-under rather than a side-by-side. That, & Half-Life 2 has given over-under guns a special place in my heart as THE double barrel setup for monster fighters.

+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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