Note for enjay: sorry i posted this in the wrong sub forum yesterday
Doom 2 top down opennworld mod discussion
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spinning cat
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Doom 2 top down opennworld mod discussion
I have been thinking about making a doom 2 top down openworld mod, like gta 2, who wanna participate :
Note for enjay: sorry i posted this in the wrong sub forum yesterday
Note for enjay: sorry i posted this in the wrong sub forum yesterday
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m8f
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Re: Doom 2 top down opennworld mod discussion
Out of curiosity, how will this mod look and function? Maybe a description of gameplay and a mock-up of a game screen will help.
Both "top down" and "openworld" don't seem to apply well to Doom, in my opinion.
Top-down: Doom is best suited for first-person shooters. There are mods with primarily third-person view, and even a couple of "2D" side-scrollers made with a Doom engine (The Forestale and Operation Echo come to mind), but still. Using Doom engine as a base for a top-down game may be too cumbersome. The other problem is that sprites for monsters and props in Doom don't have a top-down view variant, this means that only wall/floor textures can be reused in this mod.
Open world: Doom engines aren't well suited for huge maps, the engine architecture doesn't scale up well. Performance begins to drop when you have a certain amount of details (see Comatose WAD) and actors (see Nuts WAD). So, a big open world will be very hard to implement without some compromises, like hub maps and Slaughter Map Performance Booster mod.
So, while such a game may be worth doing, implementing it as a Doom mod may be not the best idea. Just my opinion.
Both "top down" and "openworld" don't seem to apply well to Doom, in my opinion.
Top-down: Doom is best suited for first-person shooters. There are mods with primarily third-person view, and even a couple of "2D" side-scrollers made with a Doom engine (The Forestale and Operation Echo come to mind), but still. Using Doom engine as a base for a top-down game may be too cumbersome. The other problem is that sprites for monsters and props in Doom don't have a top-down view variant, this means that only wall/floor textures can be reused in this mod.
Open world: Doom engines aren't well suited for huge maps, the engine architecture doesn't scale up well. Performance begins to drop when you have a certain amount of details (see Comatose WAD) and actors (see Nuts WAD). So, a big open world will be very hard to implement without some compromises, like hub maps and Slaughter Map Performance Booster mod.
So, while such a game may be worth doing, implementing it as a Doom mod may be not the best idea. Just my opinion.
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spinning cat
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Re: Doom 2 top down opennworld mod discussion
Well, im inspired by the game gta 2, and for the topdown look, i can make the camera look down, and the map is sinply a little small