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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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.

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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  (40 - 50 of 1,001)
STLSteelwing
STLSteelwing Jun 10 2014, 3:12pm says:

Very nice mod but why did you increased monsters' healths and attack damages? It's very hard.

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poisonheadcrab
poisonheadcrab Jun 8 2014, 12:17am says:

This mod is pretty nice, I like the new effects and secondary fire options. However I have run into a nasty bug in the new level only hope. If I save and reload anywhere after the starting area the map crashes to the console saying "couldn't load console". Any attempt to re-load the map again will just result in the same message, so basically if I die I must do the whole map again. I haven't the slightest clue on what to do here, I have never gotten an error like this before.

+1 vote     reply to comment
poisonheadcrab
poisonheadcrab Jun 9 2014, 12:43am replied:

Well I've finally beaten this mod and I have to say its pretty impressive, although there are some flaws here and there. The error I mentioned above appears to be caused by the Soul Knights. Spawning them the game will still work fine but if I use the teleport command to move them around, this error will occur. Saboath's death cinematic also froze while a soul knight was spawned. Despite some bugs I think the soul knight is just overpowered and makes things a bit too easy, I only found him useful in the additional hell levels but other than that they make things far too easy, saboath's fight was over in less than a minute with one of those beasts by my side. I think (and this is just my opinion) that the soulknights would be better off removed, besides the soulcube is already kind of overpowered enough as it is. Other gameplay issues arose throughout as well. List Time!

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poisonheadcrab
poisonheadcrab Jun 9 2014, 12:44am replied:

Monster quantities:
One thing that I really disliked about vinella Doom 3 was how over-scripted it was and that monsters mostly spawned one at a time, the majority of these being imps. Sikmod took a step in the right direction and added random encounters, however that feature was poorly optimized and caused some annoying issues in curtain levels. I don't know if you ever plan to have a feature like that but if not than I think an overall increase in resistance would be nice to see in Doom 3; and have more powerful monsters port in more often. Like for example, as you progress imps will start to appear in large packs, than they will start being supported by nightmare imps, then revenants, and archviles will start to appear as the more basic hell infantry, imps just being cannon fodder at this point. Same for maggots, eventually pinky's and specters will spawn in their place. And I really like the addition of the nightmare imp from Doom 64. I don't know if you plan to or not but I'd like to see nightmare specters and caccodemons.

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poisonheadcrab
poisonheadcrab Jun 9 2014, 12:46am replied:

Monster Quantities continued:
Another thing that bothered me about the original game was how rarely you encountered certain monsters like, the riot shield zombies, mancubi, pinky's, fire zombies, the chainsaw dudes sort of made sense but I would still like to encounter them more than twice. Now before I move on I'd like to ask, do you plan on having zombies get back up after you, that was a neat mechanic from the old E3 Alpha that the retail game removed.

Redundant weapons:
Alternative fire for weapons was a pretty neat idea, but I think more work should go into them because a lot of the current alt fires just make the weapons kind of redundant. Like the machine guns alt makes it a more accurate shotgun, the plasma guns giant ball makes it an alternative to the rocket launcher, the chainguns alt is basically a rapid rocket launcher. The grenades are fine and I like how you fixed that annoying bounce issue that Vanilla Doom 3 had. I'm not saying you should remove the alt fires, just tweak them and make them feel more diverse because as they are now the weapons feel kind of interchangeable.

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poisonheadcrab
poisonheadcrab Jun 9 2014, 12:47am replied:

Damage system.
I like the aim for realism here, having powerful attacks one shot you does make the game more intense, and in turn you put out very high damage as well. This both seemed to work and at other times not. This seems to feed into the weapons issue a bit as well and overall can make the game too easy, Powerful monsters like arch-viles, revenats, and commando zombies would go down quite easy, greatly reducing the challenge they were in the original game.

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poisonheadcrab
poisonheadcrab Jun 9 2014, 12:48am replied:

Damage System Continued:
Hellknights/Barons of Hell, mancubi, and Cacodemons/Pain Elementals were the only monsters to absorb a good amount of bullets. I Suggest having a mixture of your new combat along with Vanilla Doom 3's. Powerful attacks like revenant missiles and hellknight fireballs can still on shot you and monster can still get critical hits but the damage & health systems should revert back to the original.

+1 vote     reply to comment
poisonheadcrab
poisonheadcrab Jun 9 2014, 12:49am replied:

Doom 3's physics.
I like the idea of not having the monsters dissolve after death, however this caused the rag dolls to glitch at times. Doom 3's physics system isn't all that great, so maybe its better to have the dissolving demons and gibing return.

Everything I listed here is only my opinion, these are just suggestions to help improve the mod. Its great so far.

+1 vote     reply to comment
VGames
VGames Jun 9 2014, 3:52pm replied:

Well thanks for the input and feedback but I like things the way they are. This mod is coming to a close and I think the way things are is great. I see your points but I truly think I've found a nice middle ground for all of the additions this mod adds. I never aimed for balance so that's why some features like the Soul Knight are so powerful. He's supposed to be. But the mod kind of balances things out anyways with the instant death attacks that most monsters have. So there's that. Anyways look for the next release soon. It'll have more optimizations and dual double barrel shotguns.

+1 vote     reply to comment
VGames
VGames May 30 2014, 4:47pm replied:

But u never know.

+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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