I think that the intention might be to try and build something like the attached (hard to tell from the screenshots).
I know that the attached file can be done with traditional slope lines and it may well not even be correct use of slope things. However, it does show a difference between the software and OpenGL renderers.
In software, the level area in the centre of the structure is a flat floor at height 32. In OpenGL, the floor is there but it looks as if the triangular sector is sitting at 0, not 32. So, you apparently walk across thin air.
Fixed. This was a result of an optimization in the flat drawing code. Before vertex slopes it was guaranteed that for unsloped planes the actual z-position of the plane was the same as the one stored in the sector. But with vertex slopes that's no longer the case.