The neutral base that lets coloured turf overlays read clearly.
6144 × 9216 px · 78 files · without postal codesA FiveM gang territory map players can actually see
Every server with gangs ends up with a territory map, and on most of them it lives in a pinned Discord message that half the players have never opened. A map that carries the turf lines itself is doing the job at the moment it matters — when somebody is driving into a neighbourhood, not when they are reading channel history.
What we would run on this kind of server
Three concrete recommendations rather than a shrug — with the reason attached.
Slightly lighter ground, so pale territory colours still show.
6144 × 9216 px · 78 files · without postal codesFor redzone servers where the whole map should feel contested.
6144 × 9216 px · 78 files · with postal codesHow turf gets onto the map
Two ways, and most servers use both. Text elements give you the hood names, in your own font, curved or straight, outlined so they read over any ground. Image elements let you place a PNG — a coloured zone, a hatched area, a gang emblem — anywhere on the map at any size.
Both are placed on the real map in the browser, at the real resolution, and they are rendered into the texture rather than drawn on top of it at runtime. A player cannot toggle them off and no script has to stay alive for them to be there.
- Hood and district names as text elements
- Zone overlays as PNG images with adjustable opacity
- Blend modes, so an overlay tints the ground instead of covering it
- Feathered edges, so a zone fades rather than ending in a hard rectangle
Burned in versus drawn live
A script that draws polygons on the minimap gives you territory that can change hands during a session. Art that is baked in cannot change until you rebuild it — but it costs nothing at runtime, it appears on the pause map too, it survives every HUD change, and it is there for a player who joined five minutes ago and has installed nothing.
For most servers the boundaries are stable and the answer is art. For servers where turf flips constantly, use both: baked boundaries for the map everyone learns, a script for who currently holds what.
Keeping it readable
Territory overlays are the fastest way to ruin a map. Keep them under about a quarter opacity, tint rather than cover, and never put a solid fill over the road network — the moment a player cannot tell which streets run through a zone, the overlay has cost more than it gave. The blend and feather controls in the studio exist for exactly this.
Questions
Can I draw gang zones directly in the browser?
Do territory overlays show on the radar as well as the pause map?
What does it cost to add territories?
Can I change the territories later?
Not sure yet?
Open the live preview and look at any street on any theme before you spend a cent.