The game itself is 500x375 pixels, and then rendered double size.
If I render it with 1.5 time the size it will look not very neat, as the pixels bleed. But I will make an option to reduce the rendering size to 500x375 + "mouseborder". So it should render fine on 1024x768 screens.
I used WED because I know how to make structures quickly and texture them. The models look very ugly when you see them in the editor, but they get rendered down to a tiny size anyhow. Plus I can render shadows quickly. I dont have the skill to make models nearly as quickly in Blender or so...
The game was originally designed for a 320x480 JavaME phone resolution (or even smaller), thus the menus and tiles are so tiny.
I also reimplement the tile-smoothing to reduce the ugly seams between the ground-tiles.
Its actually not an isometric rendering, but based on 24x24 px square tiles. (that why manually creating the terrain is a pain) Generally the same method used as in Starcraft (minus the nice editor)
Here the simple Mappy Tileeditor. I made the level in 4 layers. (terrain, units, pathfinding and triggers)