Robert, there are a three questions here
1. The proximity map
2. the particles
3. cycle dependency bug
for 1. it does appear to work here in the attached scene, I don't know how you managed it or how it happens but it wasnt working because of that cycle dependency - but it was somehow linked to the vertex color map or the weight maps being used as emitters am not certain - this is a bug for support
for 2. I would do them like this then (attached scene) using filter by vertex color maps since there is a bug with weightmaps in this kind of setup

if you try to filter by weightmap on particle emission that is.
for 3.
# WARNING : 3000 - **** Cycle breaking point sphere.polymsh.secondaryshapemarker
# WARNING : 3000 - Cycle through grid.polymsh.ICETree
# WARNING : 3000 - Cycle through sphere.polymsh.ICETree
# WARNING : 3000 - PROBLEMATIC EVALUATION CYCLES ARE IN THE SPECIFIED GRAPH
stopped when I did this
Application.DeleteObj("sphere.polymsh.cls.UV_Cluster_AUTO.Vertex_Color")
Application.SelectObj("sphere.polymsh.cls.UV_Cluster_AUTO", "", "")
Application.DeleteObj("sphere.polymsh.cls.UV_Cluster_AUTO")
and other things.. so not conclusive. but for sure its impossible to do it in the way you had setup. fortunately it appears that weightmaps are the problem here and they are easily circumnavigated by using vertex colors instead and looking up locations. a really nice tip is to set the material opengl vertex color to 'color' and it then uses any particle colors that have been set on points anyways Ive attached a working scene with all this in and a new compound 'filter by vertex color'

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