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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20 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  (840 - 850 of 1,069)
macacos2 Jul 8 2011, 4:18pm says:

I have the Steam Version of this game and this seems to crash everytime I load the mod and go to the "Loading Menu" screen.

Any ideas?

+1 vote     reply to comment
macacos2 Jul 8 2011, 4:36pm replied:

I was reading through the comments and realized how I will not be playing this because I actually bought the game.

How depressing.

+1 vote     reply to comment
Edracon Jul 8 2011, 9:20pm replied:

Works fine on my steam....

+1 vote     reply to comment
JayDac Jul 7 2011, 8:41pm says:

Well mainly just wanting the flash light on the shotgun and rifle would be cool. Maybe even the pistol if its possible. Not so much worried about the other weapons. :)

+1 vote     reply to comment
VGames Jul 8 2011, 12:11am replied:

I was thinking that too. Just on the pumpshotgun and the machinegun. We'll see. Thanks for the suggestion.

+1 vote     reply to comment
VGames Jul 7 2011, 8:21pm says:

I have uploaded the patch and it is awaiting authorization. Here's what it does:

Bullet casings now disappear after 1 minute instead of 2 minutes which helps to increase system resources during extended battles. The Cyberdemon and the Vagary have had their No FOV times increased to 2 instead of 1 which now gives you a little bit more breathing room in between their attacks. The Sabaoth boss has had his health reduced to 20000 instead of 30000 and his arm and leg damage scales have been increased from 0.25 to 0.5 which means he's a little easier to beat. I've also made the BFG projectile easier to destroy and its frequency damage has been set back to 5. This makes fighting the Sabaoth easier without making him a push over. He's still a tough boss so stay on your toes. The Baron of Hell now has his own custom green disintegration shader effect aswell as his own green disintegration particle effect. Plus his horns now disintegrate too. The Pain Elementals horns also now disintegrate as they should. The rockets and BFG projectiles now do major skin damage to anything hit by their concussion. So the impact result is a lot bloodier looking on whoever is hit by them or their concussion. The rocket explosion particle stream effects have been reduced to 3 instead of 5 to ease up on system resources. The Advanced Video Menu settings now give you the ability to disable or select the amount of Bloom that you want to use, enable or disable Motion Blur, and disable or select the type of DOF that you want to use. The Guardian's ground pound fireballs have had a reduction in their explosion particle effects that has increased game performance. The Chaingun's projectile impact effect has had the heat haze warp effect removed since you could barely see it and it caused major lag when all of Hell was breaking loose. And last I replaced the Double Barrel Shotgun's firing sound with a much better one.

+1 vote     reply to comment
JayDac Jul 7 2011, 8:07pm replied:

Awesome news about the new patch but I was wondering is there a way to use one of the mods that allows mounted flashlights on the guns with your mod or could you include that option?

+1 vote     reply to comment
VGames Jul 7 2011, 8:31pm replied:

I probably won't do anything like that unless I do it with the SDK. If you do it without the SDK you have to sacrifice the muzzleflash lighting effects. So that ain't happening. But if I ever get around to adding secondary fire modes for some of the weapons I may look into adding some flashlights to some of the weapons. Which weapons were you needing a flashlight on?

+1 vote     reply to comment
VGames Jul 7 2011, 10:23am replied:

I decreased Sabaoth's life and increased the damage scales for his body parts. I reduced the health for the BFG projectiles so that they are a little easier to destroy. Plus I reduced the damage that the BFG frequency does so it doesn't hurt you so much. It can still kill you pretty quick because of the increased damage scales that I added to the player model way back when. So you still have to be on your toes. I increased the NO FOV time for the Cyberdemon and the Vagary which will give you little bit more time to breath in between their attacks. They still suck to fight. I reduced the particle effects for the Guardian's ground pound fireball explosions which has reduced tons of lag during your fight with him making it easier to dodge his 1 hitter quitter projectiles. I'm also thinking about adding secondary attacks for some of the weapons. Not sure yet. I may do that for the patch that comes after this one. We'll see.

+1 vote     reply to comment
VGames Jul 6 2011, 3:19pm replied:

Yeah I'll look into that. I had some trouble with him too but since nobody ever complained about him I figured he wasn't too bad. Thanks for the heads up.

+1 vote     reply to comment
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Doom III
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Release Date
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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