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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21 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 17 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 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  (60 - 70 of 1,099)
Guest Sep 17 2014, 1:15am says:

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VGames Creator
VGames Sep 17 2014, 9:34am replied:

I'm getting rid of the drool completely. Tongues already gone. I didn't like either of them.

How did the spec map distort the maggot for u? Mines fine.

+1 vote   reply to comment
LightningHunter Sep 17 2014, 3:07pm replied:

So yeah, I was the Guest making those earlier posts.

The Maggot looks like this with the specularmap in use:

And in case you are wondering, it has nothing to do with the new Maggot skin. I already tried using all the default settings and skins, but it still looked that way, with the distortion and black textures around the edges.

Is there a way I can modify the code myself to get the Hellknight drool/tongue back? I actually quite like it, personally. I am comfortable with basic coding, if you can just tell me what line/s it is.

+1 vote     reply to comment
VGames Creator
VGames Sep 17 2014, 9:50pm replied:

Just use the models from Sikkmod. That's the ones I started with.

+1 vote   reply to comment
LightningHunter Sep 18 2014, 11:47am replied:

I tried that, but the drool/tongue still wasn't there. It is something contained in interaction.vfp that is removing it. I confirmed this by simply placing interaction.vfp in a clean install of sikkmod with no other mods. As soon as I remove interaction.vfp, the drool/tongue is back.

+1 vote     reply to comment
VGames Creator
VGames Sep 19 2014, 8:54am replied:

I never noticed that. I guess I thought I had removed it somewhere down the road because of how much I hated it in the first place. I think the graphics enhancements are more then enough to make up for the lost tongue. I wouldn't worry about it. But that's just me.

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Guest Sep 15 2014, 8:43pm says:

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VGames Creator
VGames Sep 16 2014, 3:14pm replied:

Not sure what u mean by parallax mapping on monsters. And the drool will be removed in the next release.

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Guest Sep 15 2014, 4:54pm says:

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Draken147 Sep 10 2014, 10:06pm says:

I was wondering if you're going to release the source some day. I'm asking because I'm the kind of guy who likes to mod things as much to his liking as possible, I all ready changed a few things like nerfing weapons through scripts, added in a few new monster variations, changed some gun and player model textures because I hate the vanilla ones etc. Not that your mod is flawed, it's actually the closest thing to my vision of perfection when it comes to doom 3 and that stuff i mod in and out is based my personal preferences but unfortunately some things I'd like to change are not changeable by simply modding stuff in .pk4 files.

+1 vote     reply to comment
VGames Creator
VGames Sep 11 2014, 9:18pm replied:

Of course man. I just got to get this sucker to a solid version. After I get this version squared away it will be ready for a source release. Hopefully it'll include whatever is needed to play the mod with LMScoop. Not sure what is needed to get this mod to work with LMScoop but I'm sure they'll have to edit my source. Maybe I'll release both sources. One with LMS coop support and one without.

+1 vote   reply to comment
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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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