Built for

A FiveM minimap with street names drawn into it

Street names are the thing players use to describe where they are to somebody who is not looking at their screen. "I am on Vespucci Boulevard" travels; "I am near the blue bit" does not. FiveM gives you the current street in a HUD bar, but that only tells a player where they are standing — not where anything else is. Names drawn into the map itself answer the other question.

Our picks

What we would run on this kind of server

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

White ALABASTER FiveM minimap for GTA V — without postal codes — showing Los Santos street detailWhite ALABASTER FiveM minimap for GTA V — without postal codes — showing the whole San Andreas map No postals
WhiteALABASTER

Paper-style ground with dark type — the most readable name layer.

6144 × 9216 px · 78 files · without postal codes
$8.00+ $1 / elementView
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, quiet, and legible on any monitor.

6144 × 9216 px · 78 files · without postal codes
$8.00+ $1 / elementView
Mixed light TOPO DAY FiveM minimap for GTA V — google style — showing Los Santos street detailMixed light TOPO DAY FiveM minimap for GTA V — google style — showing the whole San Andreas map Google style
Mixed lightTOPO DAY

Names plus full-colour landuse for servers that want detail.

6144 × 9216 px · 78 files · google style
$8.00+ $1 / elementView

Baked names versus a HUD bar

The street-name bar under the radar is reactive: it tells you what you are on, one street at a time, now. Names in the map are spatial: they let a player plan a route on the pause map, follow directions someone gave them, and learn the city instead of following an arrow.

Most servers want both, and they do not conflict — one is text drawn by a script, the other is part of the art.

With or without postal numbers

Two of the three base styles carry names. The postal style has street names and postal numbers together, which suits servers where dispatch calls out numbers. The street-names-only style leaves the numbers out, which suits servers running a postal script that draws the nearest code as a HUD element.

The third style, the Google-style colour map, carries names inside a full colour street map with terrain relief.

  • Postal codes style — names and numbers baked together
  • No-postals style — names only
  • Google style — names on a colour street map

Legibility is a rendering problem

Type on a map has to survive being scaled down, block-compressed and then drawn over moving terrain. The names here are rendered as part of the map at full resolution and supersampled before the textures are written, which is why they stay clean at pause-map zoom instead of turning into grey smudges the way rescaled screenshots do.

Questions

Does the map show street names on the radar too?
At normal radar zoom the names are too small to read, which is correct — the radar is for navigation, the pause map is for reading. Zoom in and they resolve.
Can I have street names without postal numbers?
Yes. The no-postals base style is exactly that: every street name, no numbers.
Are the street names the real GTA V ones?
Yes. The geometry and the naming are San Andreas as the game ships it, so what a player reads on the map matches what the game tells them they are standing on.
Can I add my own district or zone names?
Yes — place them as text elements in the studio. Each element is $1.00 and you can set the font, size, curve, outline and colour so they sit with the rest of the type.

Not sure yet?

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