both the instanced version and the world version are micro-dungeons, don't read into the name too much, it's used for any area that is large enough that blizzard decided they should have maps (but not important enough to name those maps or give them ids).
most large caves and buildings are micro-dungeons, even though they are not dungeons, or micro.
if you want to include them on a website, you'll have to use the only piece of identifying information that exists about them - their texture name (the 5th return of GetMapInfo).
Code:
local fileName, _, _, isMicro, microFileName = GetMapInfo();
map.TileTexture = 'Interface/WorldMap/'..(isMicro and ('MicroDungeon/'..fileName..'/'..microFileName..'/'..microFileName) or (fileName..'/'..fileName));
to rebuild the maps manually ingame this is what i'm using ..
Code:
local t = {};
local tilePrefix = map.TileTexture..(floor>0 and (floor..'_') or '');
for i = 1,GetNumberOfDetailTiles() do
t[i] = {tilePrefix..i,0,((i-1)%4)*256,math.floor((i-1)/4)*256,256,256};
end
if map.Overlays then -- you can delete this if you're just doing micro dungeons, pretty sure none have overlays
local ceil,log,log2 = math.ceil,math.log,math.log(2);
for i, overlay in pairs(map.Overlays) do
local file, fw,fh, xo,yo = unpack(overlay);
local cols,rows = ceil(fw/256),ceil(fh/256);
local index = 1;
for y = 1, rows do
local ch = (y == rows) and (2^ceil(log(1+((fh-1)%256))/log2)) or 256;
for x = 1,cols do
local cw = (x == cols) and (2^ceil(log(1+((fw-1)%256))/log2)) or 256;
t[#t+1] = {file..index,1,xo+(x-1)*256,yo+(y-1)*256,cw,ch};
index = index + 1;
end
end
end
end
return t;