Your definition of "SEAMLESS" also needs to be talked about; there are a few things that can mean as well:
- Seamless implementation, as in, you won't sweat blood to get it to work (low chance that anyone has already created something like this that you could use, although you can try out MadByte's prototype, maybe that's the closest you can get to this.
- Seamless map, as in, when you have the world itself looking like a
Patchwork Map like someone quilted together squares of different colored textiles haphazardly, at the "edges" of those zones, there wouldn't be glaringly obvious visible discontinuities. (here's an example that does this kind of zoning, although sadly the edges aren't that noticeable in this image:
Pic)
- Seamless travel between zones, which is the most probable meaning you might have intended; usually, with a 2D world, chunking fully solves this, whether we're talking about a top-down game, a side-view game, or an isometric game; they just preload chunks differently; the only instance of deliberate zone loading that can happen are when you go inside an interior area, like houses or caves or whatever, just like in the pokemon games, or in a few mario/zelda/castlevania games that were sidescrollers and had the habit of making enterable buildings look small on the "outside" but when you entered, you could make the interior bigger.