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Those walls are one tile thick, so you have a 1 tile opening for the door.
Unlike the walls, the doors run along the edge of the tile. On the top, it uses the bottom edge. On the bottom, it uses the top edge.
Either way, that door takes up the same 1 tile even though it appears it like it gives 'extra' room.
It's all 3 tiles across, 1 tile deep. Wall-Door-Wall.
Cheers..!
And I just like symmetry.
Thx for reading!
I do them a little different though because the door takes up part of the area to decorate by making them more across than deep. They end up as suites with long walls instead of deep so I can make them nice.
North the rooms go deep, south the rooms go wide by the same tile count as the North rooms go back. It's a nice look and I can really make the South rooms stand out.
Cheers..!
An interesting solution that didn't occur to me! thx for the insight.
I'll try out both suggestions of making the tunnel deeper and widening the southside rooms (though ngl it'll mess with my symmetry ocd) XD Thanks!
Though if any devs are reading this, pwease! Give us the option to rotate the doors T_T
The worst part is that I built out back on all my upstairs rooms and found you have to watch the left side.... my last room far left is behind the clock.
You can't see the left half of the wall so it's very difficult to decorate it. We need a little extra camera movement outside the room we are in so we can see all the walls clearly.
This will force me in future to build to the right, so I'll have to come up with another idea for the top rooms next playthru.
At least the bottom will be nice.
Cheers..!