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 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  (780 - 790 of 1,114)
ReVolver|Inquisition Jul 28 2011, 10:14pm says:

I feel like an idiot asking this but I've been having a hell of a time installing this. This is my first doom 3 mod and I would appreciate it if someone would give me a simplified walkthrough on how to get this thing working.

+1 vote     reply to comment
ghostgamer69 Jul 28 2011, 11:13pm replied:

Extract the contents of perfecteddoom35.0.0.rar into your doom 3 directory, then extract the 5.4.0 patch into the perfected folder inside your doom 3 directory, then(optional) add the texture pack to that folder as well. easy peasey, hope it helped.

If you use an ATI graphics card, you may need to turn off catalyst AI for this mod to function properly, there is a tutorial on how to do this in the features section of this page.

+1 vote     reply to comment
ReVolver|Inquisition Jul 28 2011, 11:29pm replied:

Hmm when i try this i get a massive error. I've tried by moving a few files into reg Doom 3 folders and I've got it to start up but for it only to freeze halfway through loading. I don't an ATI graphics card.

+1 vote     reply to comment
VGames Creator
VGames Jul 29 2011, 8:50am replied:

Did you make a folder for my mod in the doom 3 directory, not the base folder, and then put all of the contents into that folder? Then run the mod through the mod menu? Are you patched to version 1.3.1?

+2 votes   reply to comment
ReVolver|Inquisition Jul 29 2011, 3:08pm replied:

Alright, so i made a new folder labeled "Perfected Doom 3" in the directory and pasted the perfected doom 3 files in it and now it does not show up on "mods". I have it patched to 1.3.1

+1 vote     reply to comment
ghostgamer69 Jul 29 2011, 12:08am replied:

Does it give you any kind of error report? What graphics card are you using? Is it the steam version of Doom 3, or retail?

+1 vote     reply to comment
ReVolver|Inquisition Jul 29 2011, 12:57am replied:

Error Report is Long as Sh**. I Own the retail copy and my graphics card is Geforce gtx 460

+1 vote     reply to comment
ghostgamer69 Jul 29 2011, 2:51am replied:

I don't know, by the sounds of things it should be working fine, but without a detailed error report, I don't know if anyone will be able to help. I'd suggest posting the error report, that way Vgames might be able to see the problem. Does it do this with any other doom 3 mods?

0 votes     reply to comment
ReVolver|Inquisition Jul 29 2011, 11:49pm replied:

Eh i give up, thanks for the help and great work to the modder, from what i seen it looks phenomenal.

+1 vote     reply to comment
AlmondMan Jul 27 2011, 1:18pm says:

Been playing for a bit now, and if I might give a bit of criticism I have maybe one or two points. Ammo; you say in the readme that it's now more realistic, that you get a full clip every time, and some other added buffs. However, this has resulted in me, playing on the Marine difficulty, having almost constant 100% ammo for the machine gun, over 100 for the shotgun. Chaingun has a little less than full, but the 450 loaded and 200ish spare, seems to go a long way with the few times I tried firing it.

This seems to sort of take away a bit of the tension of the gameplay. Sure, I've only just reached the Alpha Labs, so I can't say if there'll be less ammo later, but from the mechanics, I doubt it. I enjoyed the scarcity of ammo in the original game, and it forced you to do a bit of resource management.
What I did not like was the very limited ammo capacity of certain weapons, like the shotgun and pistol. I did have some other mods installed prior to yours, and they buffed the pistol up to 24 shots and the shotgun to 12. I liked that a lot more than having way more ammo in my pack.

+1 vote     reply to comment
ghostgamer69 Jul 27 2011, 6:06pm replied:

Indeed further in the game, the increased amount of ammo will greatly be appreciated, especially from about the delta labs on. The increased damage and health of the enemies warrants the ammo stockpile, and you won't be complaining about the Chaingun magazine/spare size when you finally find yourself face to face with those damned Pain Elementals in the tight spaces of hell! Those things will rock your face in seconds!

+1 vote     reply to comment
VGames Creator
VGames Jul 27 2011, 1:29pm replied:

Trust me, later on you'll be glad you have plenty of ammo. Alpha Labs isn't very far at all.

The shotgun model tells me that it would only hold 8 rounds. And the pistol would only hold 12 rounds. The shotgun would have to be longer to hold 12 rounds and the pistol's clip would have to be twice as long to hold 24 rounds. I've got to keep it real man.

+1 vote   reply to comment
ghostgamer69 Jul 27 2011, 6:13pm replied:

Vgames, I also noticed that the Super Shotgun was missing as a pickup after you finish hell-hole, all the way up until the excavation area right before the end game. Maybe I missed it, but it would be nice to have picked it up again, in perhaps say, Central Processing, especially since the rest of your arsenal is restocked at that point. BTW I'm glad you reduced Sabaoth health points, I couldn't imagine fighting him any longer than it already takes to kill his ***, That BFG is a pain in the **** when your on the other end of it!

+1 vote     reply to comment
VGames Creator
VGames Jul 28 2011, 9:50am replied:

I'll try to remember to put that in there. I thought I had added it to the map that comes right after the hell map.

Version 6 may include material specific bullet impact particle effects. Just letting yall know.

+1 vote   reply to comment
ghostgamer69 Jul 28 2011, 2:36pm replied:

Like I said, I very well could have just missed it, I'll have to play through that map again to make sure. It doesn't hurt to have it as a pickup in multiple areas though!

There's one other thing that I've wanted to ask, but keep getting sidetracked and forgetting about. I love the classic monsters you've placed through out the game, very cool,(that Spectre is damn near impossible to see until it's in your face) Have you thought at all of maybe implementing the nightmare imp into the game? It was one of my favorite enemies from D64.(Doom 64 is my favorite doom game, the atmosphere, ambient sound track, higher res sprites and textures, and the large amounts of maps dedicated to hell,.... a remake of that game in a modern engine would make me **** all over myself!) And that baron could really use more showtime, if I remember right you only fight three of them.(two in hell, and one during the fight with the Cyberdemon)

+1 vote     reply to comment
VGames Creator
VGames Jul 28 2011, 4:03pm replied:

The double barrel is located in several maps. Not just that one. You can get it before Hell I think twice and then during the Hell map and then twice after Hell. Or that's how it's supposed to be. I'll check it out.

What exactly was so special about the Hell Imp? I played Doom 64 but I don't remember what was so great about that demon.

I don't want the Baron to appear anymore then it does. I want him to be exclusive to the Hell themed maps. That's why you don't see him anywhere else. I'm gonna get rid of him in the Hell Hole final map because he's causing a lot of lag and there's actually supposed to be 2 of them not just 1. He causes some kind of bug in that map and plus he adds way too much lag. That's probably why they had the other demons spawn periodically while that huge Cyberdemon which sucks up all system resources is walking around trying to kill you. So I guess you'll see him even less in version 6. With his particle effects and green glowing effects he requires some hefty system resources plus everything else that's going on around him is tasking on the PC.

+1 vote   reply to comment
ghostgamer69 Jul 28 2011, 6:33pm replied:

Oh, I know you can pick up the SSG in other parts of the game, I was talking exclusively about after the hell level. It would appear I just missed the pickup in that first area before going into central processing, no big deal. I was just talking about placing it throughout the levels after hell, in case someone, as I apparently did, misses that first pickup.

About the nightmare imp, it was partially transparent(like the Spectre, but not to the same degree), faster, and stronger than the original imp. I know the model/textures exist out there(I believe they are used in the TC Ruiner, and where created by the same person/team that made the Baron, Pain Elemental, and Arachnotron models). It's just one of those demons I personally thought was missing from D3. It's kind of along the same lines as those imp-like demons in ROE(I forget what they're called), but transparent.

As far as the Baron goes, I do agree that it's left exclusive to the hell maps. I guess the disappointment isn't with your choice placements of the Baron, but rather with D3's general lack of time spent in hell.(My biggest complaint with the game since its release) I also completely understand removing it from the final map; that maps has a lot of things eating mass amounts of resources in it indeed.(the Cyberdemon in no small part) Yeah, I didn't know there were supposed to be two of them either, I've played through that fight twice and there was only one.

+1 vote     reply to comment
VGames Creator
VGames Jul 29 2011, 9:02am replied:

I'll look into adding the SSG to more maps before and after the Hell map. It couldn't hurt. I just hate waiting for the map to compile.

I'll also look into adding the Nightmare Imp since I do have his model in my files. He'll probably be just as transparent as the Spectre. I was thinking that he could also have transparent fireballs that you only notiice when they explode. They won't have any trail effects except for some heat haze trails. Just an idea.

Glad you understand about the Barons. I do wish there were more Hell maps. Maybe I can find a Hell map that somebody made that could be added into the game right after the original Hell map. I could probably fiddle around with it and add that nasty looking tunnel at the end of it to show that you're going back to earth. I don't remember anything like that at the end of the original Hell map. I just remember the screen going black and then the next map starts loading. Just another thought.

+1 vote   reply to comment
ghostgamer69 Jul 29 2011, 12:19pm replied:

There is a mod out there called In Hell, those maps may be useful to you, IDK, you could check it out. I think you can still find it at the doom wad station. If your interested and unable to find it, let me know, I have it on my PC, and could whip together a torrent of it or something.

+1 vote     reply to comment
VGames Creator
VGames Jul 29 2011, 1:18pm replied:

I'll check it out. If needed I'll get back to you. Thanks.

+1 vote   reply to comment
ghostgamer69 Jul 29 2011, 8:32pm replied:

Yeah the doom wad station link for it is dead, but it's still available at filefront.

+1 vote     reply to comment
AlmondMan Jul 27 2011, 2:03pm replied:

Fair enough ;) I just rather liked the not having to reload the shotgun constantly kind of thing. Since the MG got a 50% clipincrease, I figured the SG was in a more dire need of one.

Also, am I the only one having rather ... poor performance? Using your texture pack, ultra settings, 2x AA and 8x AF, and I'm getting drops as low as 15ish FPS O.o moderately sitting around 40-60. Course, I'm running at a rather high res, 2560x1440, but I'm on a Radeon 5870 and a AMD X4 965 3.4ghz CPU, and the combo is enough to crunch rather newer games easily at that res.
Course, I remember some old interview about the way Doom 3 worked and why it was so dark was because it was for whatever reason extremely resource demanding to view more areas in the light... dunno, just throwing it out there.

+1 vote     reply to comment
AlmondMan Jul 28 2011, 3:29pm replied:


+1 vote     reply to comment
VGames Creator
VGames Jul 27 2011, 2:57pm replied:

When are you getting these FPS drops? Try to be exact.

+1 vote   reply to comment
ghostgamer69 Jul 28 2011, 4:05am replied:

This actually happens rather often, weapons like the chaingun, machinegun, BFG, and plasma rifle engaged in moderate action will cause temporary framrate drops, for me as low as around 20fps. I was playing around with the mod and found that turning off the post processing effects doubles my framerate in these areas, but it removes the hud. Although, even with the short frame drops, it's still easily playable.

+1 vote     reply to comment
AlmondMan Jul 27 2011, 6:44pm replied:

In very brightly lit areas. Like, for instance in alpha labs there's the bit with the laser thingie, where you have to open up the hallway it shoots down, run down there and open a tiny service hatch. That laser when it lights up, my FPS drops way down to 15ish.
Same with the level just after that, or maybe it's in the same level, there's this place where you have to crawl in some shafts under the floor, there's a pillar of fire thing, like a grating with fire inside it and a tentacle coming down round it, can't really keep FPS up when that thing's in my field of view.
Haven't tried with base game yet to see if something is up. Also, will need to fire up GPU-Z and such and run about with it running on my other monitor to see if it's actually working properly, but it won't be tonight. Spent all night playing Just Cause 2 :p will play some more D3 tomorrow and check things out and report back.

+1 vote     reply to comment
ghostgamer69 Jul 28 2011, 2:21pm replied:

Huh, I don't experience framedrops like you described. Like I said, for me the drops that happen are very short, and have to do with intense moments of weapons fire. But then again as I've mentioned before, I'm running at a lower resolution than you are. My average fps hovers between 45-60fps most of the time. Also, Large rooms tend to give about 5-10fps hit.

+1 vote     reply to comment
AlmondMan Jul 28 2011, 3:30pm replied:

Yeaaaaaah, OK, I think I have found the problem to those FPS drops, and general low FPS. I fired up GPU-Z on external display, and turns out my GPU doesn't clock up when the game runs. Might have something to do with that catalyst AI thing. Installing 11.7 WHQL now. Will post later.

+1 vote     reply to comment
AlmondMan Jul 28 2011, 3:56pm replied:

Everything works fine now. However, the mod still causes some framedrops. Like, firing the MG in a short burst will reduce framerate from the capped 60ish to 30, and a single shot from the SG at relative close range will do the same. Chaingun can make it go down in the 20s. So there's definitely something there. Doom is clearly not optimized for new hardware tho :p I don't think it ever goes over 50% GPU load.

+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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