Using minimap functions properly
High or low quality ?

RepASM minimap functions probably does more than you want. Its high-quality rendering engine can render nearly everything, from doodads to units shadows. This has of course a cost as repasm needs to open and parse many files to achieve this rendering. Besides, you probably want to just generate a small thumbnail of the map (128x128 or 256x256), and at this resolution this is overkill to compute such details as units shadows or accurate crytal field. Overall performances are probably of more concerns. That's why we included a low-quality rendering engine, profiled for quick generation of map thumbnails.

DataHigh Quality RenderingLow Quality Rendering
doodadsfully rendererednot rendered
unitsfully rendered using SC spritesnot rendered
resourcesfully rendered using SC spritesrendered using colored squares
shadowsfully rendered using SC spritesnot rendered

As a matter of fact, a minimap with a low resolution will be more readable if generated with the low quality engine rather than with the high-quality one, thanks to the colored squares that remain visible even with high reduction factor.
Example on Lost Temple (click on thumbnails to view 1024x1024 pictures, 180 KB each) :
Thumbnail of Lost Temple in Low Quality

Thumbnail of Lost Temple in High Quality

Performance impact of high quality rendering

If you plan on rendering high resolution maps on your webserver, keep in mind the following :

Miscallaneous information

RepASM can only mignify a map, not magnify it. To compute the maximal resolution available for a map, multiply its size by 32. (eg, for LT the maximal available resolution is 128x32 = 4096). Higher resolutions will be clamped.

Zerg creep is not rendered around Zergs starting locations, even in high-quality mode. This has not been implemented yet.