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In the room overlay it shows you which room requires which furniture/machinery and min/max tile size to count as a specific room.
A 'room' can only be 1 type of room, so if you have placed buildings in there which would make them more than 1 type of room, you will need to remove the contradictions. The exception would be the 'tier' rooms (e.g. bedroom > barracks, bathroom > latrine, nature reserve > park) where it will only be the top tier room if it qualified for both. This contradiction might come with with a 'remove industrial equipment' if you hover the room in the room overlay.
A room must be bounded (solid natural blocks, manufactured tiles or various doors) region (composed of the opposite group of tiles (i.e. gases, liquids or things such as ladders) of the specified dimensions (for example a stable must be between 12 and 96 tiles). You can for instance make a 12x12 hollow tile square with doors to enter the inside, the inside will be a 10x10 'air' square containing a 4x1 tile elevated platform for a grooming station/critter drop off/critter feeder, with ladders to make everything pathable to make a (96 tile) stable for instance.
A room has to have a door and be of certain dimensions. 64 tile room is basically 16 tiles length, 4 tops, if its 3 tiles vertically then you can stretch it
Do you want to be able to "designate" a room status on a space that doesn't meet the requirements of that kind of room?
In terms of "venting" gas, try Mesh or Airflow tiles.