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 15 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 1,058)
VGames Jul 5 2011, 10:47pm says:

Just to let you guys know. I'm finishing up on the new patch. I've added and fixed quite a bit. The Barons now have green disintegration shader effects aswell as particle effects and their horns disintegrate properly. Plus they now use only one specular map instead of 2 which should reduce lag for anybody that had any problems when these beasts were around. The Pain Elementals horns also now disintegrate properly. The Chaingun's projectile impact effects have had the heat haze effect removed from them since you couldn't really see it and it caused too much lag. The Rocket launcher has had its smoke stream effect reduced to 3 instead of 5 and the rockets now cause major skin damage to enemies that it hits and any baddies in it's concussion. I added the option to disable or select the amount of Bloom effect that you want in the advanced video options menu and you can also now select what kind of DOF you want to use or if you want to turn it off all together. Plus I also added the ability to turn off Motion Blur. All 3 of these graphical features can now be adjusted through the options menu. I didn't bother to add filmgrain to the menu because I have it turned off by default anyways. I hate the effect. Expect the patch very soon.

+3 votes     reply to comment
alecs_lee Jul 4 2011, 7:03pm says:


I've changed the value in the profiles.xml, save changes, close it, and its ok, no problems, but then, i've tried to enter again, and it doesn't save the changes, I mean, the value for the catalyst AI line remains in "enable"... I can't disable it cuz it changes automatically when I close the file... .

+1 vote     reply to comment
VGames Jul 5 2011, 9:27am replied:

You followed my exact instructions? It works fine for me.

+1 vote     reply to comment
VGames Jul 1 2011, 12:34pm says:

Has the instructions to disable Catalyst AI in the latest versions of CCC helped anybody?

+1 vote     reply to comment
alecs_lee Jul 4 2011, 6:51pm replied:

Doesn't works for me :(. The mod chashes when I try to run it. I've proved the method you'r talking about, and it doesn't fix nothing :(.

In any case, when I turn the catalyst AI to disabled in the profiles.xml, and execute the .exe file that you refer, nothing happens, I mean, it doesn't execute this normal?

I've win7 64 bits and an ATI radeon 5850.

+1 vote     reply to comment
SPTX Jul 1 2011, 5:53am says:

Can we disable those **** features that are grain, motio blur and DoF (I think bloom is ok when done right) ?

+1 vote     reply to comment
VGames Jul 1 2011, 9:00am replied:

Yes, it's been said already thet you can edit them in the autoexec.cfg file that came with my mod. Filmgrain is turned off by default already though. Don't know if you knew that or not. In the next patch I plan on allowing you to make these changes via the options menu.

+1 vote     reply to comment
SPTX Jul 8 2011, 3:36am replied:

Well that's just great. Nice update.

+1 vote     reply to comment
Mr.RoBoT Jun 29 2011, 4:32pm says:

btw which one that disables the blur when turning around without disabling the bloom and post process ?

+1 vote     reply to comment
VGames Jun 29 2011, 5:00pm replied:

That's called motionblur.

+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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