Built for

GTA 5 minimap replacements, rebuilt from the ground up

The vanilla San Andreas minimap has not changed since 2013. It is grey, it is flat, and on a modern HUD it looks like a placeholder. Every map in this shop replaces exactly the same twelve texture dictionaries the game already loads, so nothing about your server changes except how the map looks.

Our picks

What we would run on this kind of server

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

Orange EMBER FiveM minimap for GTA V — without postal codes — showing Los Santos street detailOrange EMBER FiveM minimap for GTA V — without postal codes — showing the whole San Andreas map No postals
OrangeEMBER

The safest upgrade — warm, cinematic and familiar.

4.8 · 143 reviews
$8.00+ $1 / elementView
Gray GRAPHITE FiveM minimap for GTA V — with postal codes — showing Los Santos street detailGray GRAPHITE FiveM minimap for GTA V — with postal codes — showing the whole San Andreas map Postal codes
GrayGRAPHITE

Neutral base that never fights your HUD colours.

4.9 · 80 reviews
$8.00+ $1 / elementView
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

The most detailed map we make, if you want people to notice.

4.8 · 36 reviews
$8.00+ $1 / elementView

What actually gets replaced

Six minimap textures, six minimap_sea textures, the LOD texture and 65 geometry files. That is the same set the base game streams, in the same DXT5 format with the same single mip level — roughly 113 MB of VRAM either way.

Why the render quality matters at radar size

A minimap is looked at for a fraction of a second at a time. Every map here is rendered at 2× supersampling from a 12288 × 18432 master and then resampled down, so edges stay smooth instead of stair-stepping, and the three-tier road hierarchy keeps freeways continuous while the city fabric stays readable.

It does not touch your framework

There is no server-side script. The only client code sets the radar zoom levels so the new map lines up correctly. QBCore, ESX, QBox, vRP and standalone servers all behave identically.

Questions

Will this conflict with an MLO or a map pack?
Only if that pack also streams minimap textures. Stop the other resource, or remove its minimap files, and there is no conflict.
Does it work on single player GTA V?
The files are standard .ytd dictionaries, so they can be installed with OpenIV, but the resource itself is packaged for FiveM.

Not sure yet?

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