I think you misunderstood what I meant about the colors. Right now the whole registering of the squares is done manually, it is the marker in the child square that can be customized with different size and color.
To better explain how the image is currently created on the child, i made this quick mind-map:
In the above demonstration, parent square would be projection 1 and child square would be projection 2. In the example, projection 2 only has 1 projectionDisplay and that is set to track player objects.
It is possible for me to make it so, for example, one projectionDisplay tracks the blue team and creates markers of blue color and another projectionDisplay tracks the red team and creates markers of red color.
If you understand in more technical terms, every time I update the minimap, I delete the currentDisplay object and since it is a ScriptGroup, all of the static shapes are deleted as well. Immediately after that, a new search is conducted using a method on projectionDisplay. This creates a new currentDisplay with new static shapes in updated positions.
Sorry for the long post, but I feel as if you understand what stage this is at, you can suggest more things that you feel would be cool y'know.
Also, a second child node is in fact necessary in order to scale the minimap. Otherwise the dimensions of it would be fixed/need to be changed in some weird way. Also, with this, you can stretch the map to different aspect ratios while remaining in the brick-grid, which should help build an actual minimap in practice.