http://0xeb.net/wp-content/uploads/2018/02/StarCraft_EUD_Emu...
Basically a lot of the maps were using a buffer overflow in the scripting to read and write all kinds of internal data structures in the game engine. If you're rewriting a game from scratch, how can you possibly make the new engine bug-compatible with the original to this extent? A single data structure's layout or a single variable's location changing will break everything.
I wonder whether there are any similar landmines in Warcraft 3?