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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15 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 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  (780 - 790 of 1,045)
LazyBlueGuy Jul 16 2011, 3:37am says:

i must be doing something wrong... do you have a video that shows how to install it

+1 vote     reply to comment
VGames Jul 17 2011, 1:51pm replied:

What's wrong?

+1 vote     reply to comment
LazyBlueGuy Jul 19 2011, 11:33pm replied:

ok so i put the mod into my directory and when i start up the mod from the mod menu the console comes down and the program isnt repsonding window pops up

+1 vote     reply to comment
VGames Jul 20 2011, 9:14am replied:

@ LazyBlueGuy

Not sure what's wrong there. What directory did you put all of the mod content in?

+1 vote     reply to comment
LazyBlueGuy Jul 20 2011, 6:14pm replied:

i put the mod in the doom 3 directory after you find it in the programs list i open it up and put perfected in there. am i suppose to put it in any of the other base folders or where am i suppose to put the perfected mod folder.

+1 vote     reply to comment
VGames Jul 15 2011, 9:33am says:

I forgot to mention, the cubemap effect that you see on the blood splattered throughout the hall way in the first new screenshot that I posted has been added to the bloody writing on the walls, bloody hand prints, bloody foot prints, bloody boot prints, wall tile, and even blood splats created when you shoot something. The blood splats that are created when something is shot do not have the ability to have bump map effects but they do create a reflection. I've got some work to do on them to make them perfect but I think they'll be good to go. I'm adding this cubemap effect to more map textures that should have this effect. Especially the nasty bloody textures in the Hell map. They'll of course have the ability to have the full cubemap effect as seen in the screenshot.

If I pack all of this content into a new pak file forcing you guys to download a full 6.0 version instead of a patch to update you all to version 6.0 would that be a problem? The thing is there are now unneeded files in the 5.0 pak file that I want to get rid of but I can't unless I force you all to download a brand new 6.0 pak file. Let me know ASAP because I'm leaning toward a new full pak file release.

+1 vote     reply to comment
LazyBlueGuy Jul 16 2011, 3:31am replied:

do it

+1 vote     reply to comment
VGames Jul 14 2011, 9:20pm says:

I've combined sikkmod with my mod and the result is astonishing. I'm using a different shader model then sikkpin so not only does Perfected look as good as Sikkmod but I also have relief mapping too. On top of that the enhanced normal mapping feature that's been in Perfected Doom 3 since the beginning really stands out now. I'll post some screenshots ASAP. Thank you Sikkpin, where ever you are...

+3 votes     reply to comment
nbohr1more Jul 14 2011, 11:25pm replied:

Great news!

(Though you've just utterly destroyed all the relevance of the Project SYNergy mod... LOL).

I'll have to see how this stacks up against my Denton Mod 2.0 with Ruiner Mod's Glprogs combo.

(As you can see I'm a big JC Denton fan).

+1 vote     reply to comment
VGames Jul 15 2011, 9:15am replied:

Sorry about that man. I can't help but to push my mod forward at all costs.

Now that the graphics have been enhanced I'm off to add iron sights and secondary fire modes. Wish me luck.

+3 votes     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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