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 and it's Resurrection of Evil expansion.
The zip contains both the ROE and the non ROE version of the PD3 patches. So head on over to the file section and get patched. Be sure to read the description for installation directions.
Now for the awesome news. I have just found somebody to continue work on adding the Spider Mastermind to PD3. nullscape is now on board to finish off the amazing work that The Happy Friar had currently been working on. So the inclusion of the Spider Mastermind is being continued as planned.
From nullscape's own words, "I've got experience with Radiant (preferring Doom 3's built-in over GTKRadiant, but I can adapt). I model in modo. My strengths are everything environment art. Brushwork, all entity work, level and gui scripting, static models, and all manner of textures/skins." So as you can see this guy has got the chops to make something epic. He's just what we need and he's into the ideas I've had to drop the Spider Mastermind into the game.
If all goes well this addition of the boss will be released as an addon for PD3. That way you don't have to fight the boss if you don't want it. The SM will be a tough addition to PD3 and will more then likely be the last big update.
Well I've got a lot of little tweaks and fixes done for the upcoming patch. Still having trouble figuring out the issue with the handgrenade getting stuck...
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Highest Rated (8 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 by RedRyder