It is most notable in Plutonia MAP29, where you can see roofs cut off while looking from the round road with lower sky ceiling.

I have tried turning off the Depth Write for sky ceilings specifically:
//level.vert
if (inTexId == SKY_CEIL) {
gl_Position.z = gl_Position.w;
}
...and the previous example, in fact, renders perfectly. However there are situations when the ceiling MUST overlap the walls behind, like in TNT MAP27.

I didn't find a solution good enough to solve both scenarios, so the Depth Write is decided to be on for now as less game-breaking.
It is most notable in Plutonia MAP29, where you can see roofs cut off while looking from the round road with lower sky ceiling.

I have tried turning off the Depth Write for sky ceilings specifically:
...and the previous example, in fact, renders perfectly. However there are situations when the ceiling MUST overlap the walls behind, like in TNT MAP27.

I didn't find a solution good enough to solve both scenarios, so the Depth Write is decided to be on for now as less game-breaking.