The classic no-postals map — dark, quiet, everything else drawn on top of it.
6144 × 9216 px · 78 files · without postal codesA FiveM minimap without postal codes
Half of the FiveM minimaps in circulation have postal numbers painted into them, and half of the servers that install one wish they had not. Once a number is in the texture it is there for good — it cannot be turned off, it cannot be moved, and if you later run your own postal script you get two sets of numbers on screen. The no-postals base map is the answer for those servers: every street name, every road tier, the coast and the relief, and not a single number on the ground.
What we would run on this kind of server
Three concrete recommendations rather than a shrug — with the reason attached.
A warm accent with no numbers competing for attention.
6144 × 9216 px · 78 files · without postal codesFor servers whose identity is a colour rather than a grid.
6144 × 9216 px · 78 files · without postal codesWhy a map with no postals
Three reasons come up again and again. The server does not use postals at all — a racing, drift, freeroam or gang-RP server has no dispatch and no reason for a grid. The server uses postals but runs them as a script, which draws the nearest postal on the HUD and does not need the map to carry numbers. Or the server wants a map that looks like a map, with nothing on it that was not chosen — which is what "clean" means when people ask for a clean minimap.
In all three cases a baked postal grid is a cost with no benefit, and the map without it is the right one.
- No dispatch or postal culture on the server
- Postals handled by a script, not the texture
- Own zones, territories or blips drawn on top
- A quiet ground for a logo or server name
What is on the map instead
Street names, drawn from the road geometry so they follow the streets rather than sitting in boxes. Three road tiers. The full coastline with depth contours, the inland lakes and rivers drawn as water, and the terrain relief. No area names, no district labels, no numbers. It is the same 6144 × 9216 render as the postal base, minus the grid layer — the palettes are identical across both, so a server can switch between them later without the map changing colour.
Using it with a postal script
This is the combination most dispatch servers end up with once they think about it. The script shows the player’s nearest postal as text on the HUD, which is what a caller actually reads out; the map underneath stays clean. It means you can change the grid, the numbering or the script itself without touching the map, and it means the pause map is not covered in numbers that only matter within fifty metres of the player.
The postal-versus-script guide goes through the trade-off in detail, including what a baked grid is still better at.
If you want the numbers after all
The with-postals base is the same map with a numbered grid rendered into it, in the same twelve palettes, at the same price. Some servers buy both — postals for the police and EMS clients through a per-job resource, no-postals for everyone else — and the bundle discount applies. The comparison page shows the two side by side.
Questions
Which FiveM minimap has no postal codes?
Can I remove postal codes from a minimap I already have?
Does a no-postal map work with a postal script?
Are street names still on the no-postal map?
Can I add my own postal numbers in the studio?
Not sure yet?
Open the live preview and look at any street on any theme before you spend a cent.