Built for

The minimap HUD and the map inside it

Almost every question that starts "can I change my minimap to…" is really two questions with two different answers. Some of it is the HUD — the frame, the shape, the position, the health and armour bars around it. The rest is the map — the art inside. Mixing them up is why people buy the wrong thing. This page draws the line, then explains how to pick a map that will not fight whatever frame you run.

Our picks

What we would run on this kind of server

Three concrete recommendations rather than a shrug — with the reason attached.

Gray GRAPHITE FiveM minimap for GTA V — without postal codes — showing Los Santos street detailGray GRAPHITE FiveM minimap for GTA V — without postal codes — showing the whole San Andreas map No postals
GrayGRAPHITE

Neutral enough to sit under a coloured HUD without clashing.

6144 × 9216 px · 78 files · without postal codes
$8.00+ $1 / elementView
Black OBSIDIAN FiveM minimap for GTA V — without postal codes — showing Los Santos street detailBlack OBSIDIAN FiveM minimap for GTA V — without postal codes — showing the whole San Andreas map No postals
BlackOBSIDIAN

The safest base when the HUD already carries the server colour.

6144 × 9216 px · 78 files · without postal codes
$8.00+ $1 / elementView
Purple VIOLET FiveM minimap for GTA V — with postal codes — showing Los Santos street detailPurple VIOLET FiveM minimap for GTA V — with postal codes — showing the whole San Andreas map Postal codes
PurpleVIOLET

When the HUD is monochrome and you want the map to carry identity.

6144 × 9216 px · 78 files · with postal codes
$8.00+ $1 / elementView

What the HUD controls

Shape and size, position on screen, the frame or border, whether the health and armour bars hug it, the street-name bar under it, and any overlay you draw on top such as a nearest-postal readout or a compass. All of that lives in a HUD resource and none of it is texture.

  • Circle, square or rounded frame
  • Position, scale and margins
  • Health, armour, hunger and thirst rings
  • Street name bar, postal readout, compass

What the map controls

Everything inside the frame. The colour of the land, the water and the roads; whether postal numbers and street names are drawn into the art; how the terrain is shaded; and what your logo looks like sitting on it. This is the part you cannot change from Lua at runtime, because it is streamed art.

It also controls the pause-menu map, since both read the same tiles. A HUD resource cannot restyle the pause map; a texture pack restyles both at once.

Making the two agree

Pick one of them to carry the colour. If your HUD frame is a strong brand colour, use a neutral map — graphite or black — and let the frame do the talking. If your HUD is monochrome, take a coloured map and let the map be the identity. Two saturated colours around one small circle is the most common way a good HUD and a good map end up looking bad together.

The second rule is contrast direction. A light HUD over a dark map reads well; a light HUD over the alabaster daylight map does not, because the frame disappears into the ground.

Square versus circle

A square frame shows noticeably more map for the same screen area, which is why it has become the default on custom HUDs. It is also less forgiving: the corners expose more of the map at once, so a noisy texture that got away with it inside a circle stops getting away with it. Flat, drawn maps suit square frames particularly well.

Questions

Can a minimap texture pack make my minimap square?
No. The shape is HUD, not texture. You need a HUD resource for the frame and a texture pack for the art — they do different jobs and work fine together.
Will this work with my existing HUD script?
Yes. Nothing here touches the HUD; it replaces the map art the HUD draws. Any HUD, any framework.
My HUD already has a postal readout. Which base style should I use?
The street-names-only base. Baked postal numbers plus a HUD postal readout means two sets of numbers, and players end up trusting neither.
Does the map change the health and armour bars?
No. Those are HUD elements drawn around the minimap, not part of the map texture.

Not sure yet?

Open the live preview and look at any street on any theme before you spend a cent.