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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12 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  (70 - 80 of 1,028)
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.

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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 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 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 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.

+1 vote     reply to comment
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
SilentDarkness May 29 2014, 10:11am replied:

You never got the expansion? D:

Boo. Someone should gift you it.

Speaking hypotheticals, if you did finish this mod and someone got you the expansion, would you consider doing a RoE version?

+1 vote     reply to comment
VGames May 30 2014, 4:41pm replied:

Probably not because sikkpin never made a version 1.2 of his sikkmod for RoE so it would be inferior to me. There's a lot of stuff that was added in the final release for sikkmod doom 3 that's not in sikkmod RoE. Sorry.

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

But u never know.

+1 vote     reply to comment
VGames May 30 2014, 4:57pm replied:

Sorry. I've got a lot of other projects going on and I'm just trying to wrap this mod up. But like I said above you never can tell. I may get the urge to port this over to RoE in the future. But everytime I think about it I see a very long list of things to do. Plus my partner in crime would have to be onboard with it too. That's another issue all together.

+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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