I will make an option to draw it smaller.

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)

http://rtsmaker.com/MappyScreenshot2.jpg


old testrendering in WED:
http://rtsmaker.com/rendertest1.jpg