Built for

The FiveM pause-menu map, restyled with the radar

Everybody shops for a minimap and then discovers the pause map. It is the same artwork, drawn full screen, and it is where players spend real time: planning a route, finding a job marker, screenshotting something for Discord. It is also where a cheap map falls apart, because full screen is where resolution stops being a number in a product description.

Our picks

What we would run on this kind of server

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

Mixed dark TOPO NIGHT FiveM minimap for GTA V — google style — showing Los Santos street detailMixed dark TOPO NIGHT FiveM minimap for GTA V — google style — showing the whole San Andreas map Google style
Mixed darkTOPO NIGHT

Holds up best at full screen: elevation colour, contours, real relief.

6144 × 9216 px · 78 files · google style
$8.00+ $1 / elementView
White ALABASTER FiveM minimap for GTA V — with postal codes — showing Los Santos street detailWhite ALABASTER FiveM minimap for GTA V — with postal codes — showing the whole San Andreas map Postal codes
WhiteALABASTER

A paper map for planning, with postal numbers where you need them.

6144 × 9216 px · 78 files · with 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 cleanest full-screen read if your server is dark-themed.

6144 × 9216 px · 78 files · without postal codes
$8.00+ $1 / elementView

One resource, both maps

The radar and the pause map read the same texture dictionaries. There is no second product and no separate install: the folder you drop in changes the corner of the screen and the full-screen map together, and they cannot drift out of sync because they are the same files.

That also means the pause map decides how much resolution you need. A map that looks fine on a radar can look soft the moment somebody opens the full-screen view and zooms.

What full screen exposes

Three things, in order. Resolution, because the pause map magnifies the texture far past radar zoom. Type quality, because street names get read rather than glanced at. And compression, because large flat areas show banding that a small rotating radar hides.

The art here is rendered at 6144 by 9216 and supersampled two times before the textures are written, which is what keeps the coastline and the type clean when a player zooms in on the pause map rather than the radar.

  • 6144 x 9216 across the tile grid
  • Rendered at 2x and downsampled, not upscaled
  • Street names rendered as part of the map, not overlaid later
  • The same 78 files serve radar and pause map

Branding where people actually look

The pause map is the one place a server logo on the map gets looked at properly. Placed out over the ocean it never covers anything a player needs, it is invisible at radar zoom, and it is right there in every screenshot somebody posts. It is the cheapest advertising a server has.

Questions

Does a custom minimap change the pause menu map as well?
Yes. Both are drawn from the same tiles, so one resource restyles the radar and the full-screen map together.
Can I restyle only the pause map and leave the radar alone?
Not with these files, because the game reads one set of tiles for both. A HUD resource can change the radar frame independently, but the art is shared.
Why does my current map look blurry when I open the pause screen?
Almost always resolution: the pause map magnifies the texture well past radar zoom, so anything that was upscaled to reach 6144 x 9216 shows it there first.
Where should a logo go so it does not block anything?
Over open water. It is out of the way at every zoom, it never hides a street or a blip, and it still lands in every screenshot of the full map.

Not sure yet?

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