I really like the new double doors, but am concerned that their usage may be stunted due to most designs calling for an odd voxel count on the width of a ship. If you take note, most builds are built on the odd block count on the YZ axis. This is usually done so the author can center the doors along a main hallway in a bilateral symmetrical build, along with lights, pilots chairs etc. The new double doors are two blocks wide, which means they can not be utilized down the middle of a ship unless that ship is built on an even block count. Is there a technical reason why you do not want clipping of the opening doors into blocks? If not, could we get a set of these new double doors that would fit in a 1x1x1 CV/BA block? Obviously the side treatment of the 3D door prop would need to be removed, but this seems to be the only logical option to create a set of double doors that would work on odd block count ships. The other option is making the doors 3 blocks wide, but that has its own issues as far as implementation into builds and is kinda opening pandoras box. The best solution would be the double doors set in a 1x1x1 block. I have been brainstorming. If it is not desirable for Eleon to create a 1x1x1 double door, or technically a challenge and the 3x1 double door option is the best option, I would then suggest that we create a bulk head door instead. A door that would be roughly 2.25x 1.5 door models wide but reside in a 2 tall x 3 wide block space. Allow the top above the bulkhead door enough space that 1/2 blocks could be placed up there for ceilings (to work with the new corridor walls and ceiling blocks). I would then make the bulkhead door airtight with the forcefield, BUT only when there is no O2 on one side of the door. Think of it as a way to partition sections of a ship if they get damaged and the ship needs to be sealed. So, this bulkhead door would usually always be in an open state, but auto close and activate when no o2 is present. -Also note. I would center the bulkhead door to a block and taper the ends out in the 3D model so that they would work with a 1/2 block or 1/4 wall block model. The current way all the doors are made, they sit to the end of a block, not centered. The issue here (which will plague the new 2block wide double doors) is that you can only place a block on one side against the door model, but not the other. I would argue that all doors need a center variant. Secondly, and a bit off topic. But on the topic of doors. Could we get a set of SV/HV doors that are 4 blocks tall and 3 blocks wide, along with a 4 tall 2 wide door? The player model barely fits through the doors and I believe the helmet actually clips through them. The 1st person camera height also feels like the player is too tall as they are staring at the top of the door frame. I personally would shrink the player model slightly, but I imagine that would incur more work with camera POV and chairs etc. It might be simpler to create a taller door. Thank you.