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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10 comments by VGames on Jun 25th, 2015

I've added a nice gravity gun feature to the Soulcube that requires the weapon to be fully charged but does not use ammo. Just zoom in, press and hold Primary fire to grab objects and then press Secondary fire to launch them. I'm looking into also enabling the gravity feature to catch projectiles thrown at you like the grabber does in ROE. Wish me luck,

The Adrenaline Powerup has now been added back into the game. Now instead of giving you infinite stamina which u already have it will slow down time like the Helltime does in ROE, with the slowed down sound effects and all. I'm removing the half damage feature that sikkmod has added to it because with time slowed down and you moving at normal speed I don't think you taking half damage while using adrenaline would be very fair. It's almost completely implemented. There are a few bugs having to do with some particle effects and a few sound effects. But for the most part its all there and very cool.

I am also removing the flashlight from your inventory. It will no longer be accessible by any means including cheats. I don't see the purpose of having a flashlight when there is a headlamp and nightvision to choose from.

I'm also gonna try to add a helmet to the player model permanently. This will better explain the headlamp and nightvision aswell as other features like frost building up on the screen when outside. I never really liked the main characters face or unarmored head so if it works out expect him to get off that dropship at the beginning of the game fully dressed in armor as if he's some kind of elite soldier called to Mars. I'm also gonna cover his arms and hands with armor too. I want him to look really awesome. He already has different armor then all the other marines so I got to thinking why not cover his arms and hands. This will also be seen on his hands that hold the weapon view models too.

I'm gonna make new hell skin variants for all monsters that are in all the Hell maps. I want all of them to look the part and not just the Hellknights and Imps. Would be fresh to see the monsters looking different when in Hell.

That is all for now.

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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 8 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 49 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  (840 - 850 of 1,224)
VGames Creator
VGames Aug 28 2011, 6:18pm says:

Version 6 has been uploaded so expect it to be available for download in the next day or 2.

+4 votes   reply to comment
JohnnyTheWolf Aug 29 2011, 11:20am replied:


+1 vote     reply to comment
VGames Creator
VGames Aug 29 2011, 11:40am replied:


+1 vote   reply to comment
JohnnyTheWolf Aug 29 2011, 11:59am replied:

So we can see what's new in 6.0?

+1 vote     reply to comment
VGames Creator
VGames Aug 29 2011, 2:42pm replied:

In in the Features section of this page.

+1 vote   reply to comment
962192 Aug 26 2011, 9:40pm says:

my impression or zombies only take damage in the head?

+2 votes     reply to comment
VGames Creator
VGames Aug 26 2011, 10:18pm replied:

They take the most damage in the head but can be killed with body and limb hits. It just takes longer unless you use explosives.

+2 votes   reply to comment
macacos2 Aug 21 2011, 2:26am says:

After messing around for a while I managed to disable the Catalyst AI using RadeonPro, making the game playable on ATI cards.

I've been enjoying the mod very much so far! My only complaint is that the some weapons like the Pistol and the Shotgun have absurdly loud sounds, my ears nearly popped when I fired the pistol for the first time, even though everything including the dialogue and the ambient sounded normal.

Was it an accident having these guns sound so loud or are they supposed to sound "realistic"? Either way, great mod!

+2 votes     reply to comment
Hidden_Lotus Aug 21 2011, 9:29pm replied:

Out of curiosity, how did you manage to turn Catalyst AI off? I can't seem to figure out how to do so for the life of me.

+2 votes     reply to comment
macacos2 Aug 29 2011, 1:20pm replied:

Get a software called "RadeonPro" then look for tutorials on how to disable catalyst AI using it. Worked for me.

+1 vote     reply to comment
Vizard Aug 26 2011, 11:49am replied:

Just run CCC and for example run it in basis view then go to 3D Aplication Setting and find Catalyst AI. Also messing with checking/un-checking OpenGL. (4 sum visual glitches)

+2 votes     reply to comment
VGames Creator
VGames Aug 21 2011, 2:26pm replied:

I've replaced the pistol firing sound for something less powerful sounding. The sound you here in version 5.4 is now being used for the secondary fire mode. It makes much more sense now. The shotgun sounds fine to me.

Just to let you guys know, version 6 is nearing completion. I have only 4 more maps to compile. The double barrel shotgun is now found in several more maps throughout the game, the baron of hell and the pain elemental will make more appearances in the maps following the hell map, and the nightmare imp has been added to the hell map and the maps that follow. Because I had to compile every map in the game to fix those AI issues some people had and include the much better light and shadow configurations that Dafama2K7 added expect the mod's size to be much bigger then version 5. The Soulknight's path finding will more then likely never work perfectly. I'd have to go through every map and add to them to allow him to walk around as he should. I don't see myself ever doing that. Using him when a hellknight is around would be the best time to use him because they both share the same AI paths in maps. If there isn't one around he'll more then likely stand there and launch projectiles at any enemy that he sees. I'm going to include a monster teleport command that has been seen in the Doom 3 Petmod that will allow you to move him around with you. I feel that this is the best that I can do. So if you like the Petmod then you'll like using the Soulknight.

The dual pistol feature and the iron sights aiming features will be released in the first patch for version 6. I was gonna wait to release them with version 6 but I'm just too excited. I really want to give you guys something new to play. The material specific bullet impact effects will also be added to PD3 in the first patch for version 6. So you can expect some more goodies after version 6 has been released. Look for it real soon.

More then likely in a week or so.

+2 votes   reply to comment
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Doom III
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Released Aug 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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