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.
A complete re-do of my Increased monsters add-on for Version 7. You do not need the previous version for this to work. To install just place the pk4 file in your Perfected folder. I've increased the overall number of monsters within the campaign and replaced weak enemies with stronger ones mid-late game. New monsters have been added from the Shambler's castle mod by HeXum.
added in some classic music tracks during key moments and boss battles.
At Dooms Gate (Doom 2016 version), by Mick Gordon
Suspense remake, by Sonic Clang
Demons on The Prey remake, by Andrew Hulshult
Sign of Evil remake, by Andrew Hulshult
Nobody Told me About ID remake, by Xeltecon
Getting Too Tense remake, by Tenebrae Aeternus
Evil Incarnate remake, by Perkristian
removed all berserk/adrenaline power ups after the hell levels. The beserks enabled the player to easily dispatch of Saboath and the Cyberdemon without even having to fight them
Monster Related Changes:
Removed pinkies in Alpha labs 3 and replaced them with ranged based monsters. The player could easily avoid the pinkies by running up the broken lift.
Altered monster placements near the trite tunnels in Waste Sector 1. The pinkies could again be exploited here.
The pinkies and maggots were again easy to exploit in the map Last Hope by jumping onto a platform that they can't reach, thus I've replaced the pinkies and most of the maggots with ranged enemies.
Icon of Sin boss fight has been made more challenging
Increased Saboath's health
Cyberdemon fight is now much more challenging.
Added unique monsters: (special enemies with much higher hit-points than their regular counter parts and/or have different abilities, unique monsters are either encountered rarely or just once).
Shade: A tormented spirit that relentlessly pursues the player, basically a cloaked zombie.
Cloaked Wraiths: wraiths that have been turned nearly invisible
Toxic Imp: tough imps that hurl toxic bolts at the player rather than fireballs.
Plasma Imp: very tough imps that throw powerful balls of plasma.
Plasma Revenant: Revenants mounted with plasma cannons rather than rocket launchers and have very high hit-points.
Necromancer: A powerful arch-vile that summons in a horde of zombies rather than demons
Super Revenant: these revenants shoot powerful green fireballs at the player and take quite a bit of firepower to take down.
Rocket launching commando Zombie: This guys chain-gun has been modified to rapidly fire small homing missiles.
New monster, Scrag: a weak but fast air born enemy. Scrags only appear after the death of most Cacodemons, they are never seen on they're own.
New monster, Fiend: a vicious melee fighter with a powerful leap attack. Fiends are almost always seen around pinkies and specters.
New Monster, Shambler: a huge muscular demon that throws lightning bolts. They are slightly weaker than hell knights and much slower.
New monster, Ancient Shambler: Basically a shambler on life support, yet sill possesses a good deal of strength. Appearance is overall the same but without the tattoos on it's back and a metal contraption is attached from it's arm and to the heart; this devise is likely the only thing keeping this beast alive and helping it Chanel electricity. The ancient Shambler is far tougher than it's younger counterpart, having almost as much health as the Baron of Hell.
New Monster, Vore: Another strange spider like creature, it's appearance is similar to the Vagary. The Vore hurls a cluster of explosive homing pods at the player dealing high damage if hit directly.
Changes to enemy numbers: (n/a means I've either made very little changes to their numbers or haven't altered them at all)
Imp: increased numbers in the beginning levels and even had them appear in large packs. As the game progresses The amount of imps encountered is greatly reduced.
Lost/Dead souls: I've hardly placed any within the maps. Additional lost souls are faced when fighting Pain Elemental.
Maggot: Slightly increased
Wraith: Slightly Increased
Tick: numbers haven't been increased all that much, but at least you'll face them more than once.
Pinkies/specters: slightly increased
Cacodemons: slightly increased
Pain Elemental: Moderately Increased
Commando Zombies (tentacle): slightly increased
Commando Zombies (chaingun): slightly increased
Hellknight: moderately increased
Baron of Hell: moderately increased
Mancubus: moderately increased
Security Zombies (overall): slightly increased
Zombies: like the imps I increased their numbers in the beginning levels and replaced them with stronger zombie types in later levels.
Flaming Zombie: moderately increased
Morgue Zombie: you'll definitely fight him more than once.
Chainsaw Zombies: moderately increased