MiniMap pointer going the wrong way

I created this minimap and trying to get a little white circle to follow the car which is working except on the y axies the pointer travels in the opposite direction to the car. I cant get it into my head on what to do, there no errors.
[Lua]
local function MiniMap()
Camera2 = GetGlobalVector(“minimappoint”)
Camera = Vector(Camera2.x,Camera2.y,Camera2.z + 100)
Scalex = (ScrW()/4)/(2* Camera.z)
Scaley = (ScrH()/4)/(2* Camera.z)
Originx = Camera.x - Camera.z
Originy = Camera.y - Camera.z

if(false)then
	local CamData = {}
	CamData.angles = Angle(90, LocalPlayer():GetAngles().y, 0)
	CamData.origin = Vector(0,0,600)+LocalPlayer():GetPos()
	CamData.x = 0
	CamData.y = 0
	CamData.w = ScrW()
	CamData.h = ScrH()
	render.RenderView( CamData )
else
	local CamData = {}
	if(zoomedview == true)then
		CamData.angles = Angle(90, LocalPlayer():GetAngles().y, 0)
		CamData.origin = Vector(0,0,600)+LocalPlayer():GetPos()
	else
		CamData.angles = Angle(90, 90, 0)
		CamData.origin = GetGlobalVector( "minimappoint")
	end
		CamData.x = 0
		CamData.y = 0
		CamData.w = ScrW() / 4
		CamData.h = ScrH() / 4
		render.RenderView( CamData )
		draw.RoundedBox( 6,(LocalPlayer():GetPos().x - Originx)* Scalex -5 ,(LocalPlayer():GetPos().y - Originy)* Scaley -5, 10, 10, Color( 255, 255, 255, 150 ) )
	if(input.IsKeyDown(KEY_M))then
		if(keyup == true)then
			if(zoomedview == true)then
				zoomedview = false
			else
				zoomedview = true
			end
			keyup = false
		end
	else
		keyup = true
	end
end

end
hook.Add(“HUDPaint”, “MiniMap”, MiniMap)
[/Lua]

I know its messy but I wanted to get it working before I clean it up.
Thanks

Heres some pics if it helps
http://ioj.com/v/32ucp
http://ioj.com/v/29dmi
http://ioj.com/v/wpx9z
Its hard to see but the car is the kinda black thing below, inside or above the white dot in that order

Without even looking at the code, I bet you have your coordinate systems confused.

When you are working with screenspace coordinates, the top of the screen is 0, and the bottom is your Y resolution. To solve your problem, multiply the Y coordinate of your objects by -1 before plotting them.

EDIT:

I recommend you try an orthographic camera mode for rendering the world on the minimap, to remove all “depth” from it.

I did try multiplying it by -1 but the way I fixed it was to rotate the camera entity on the map