ALABASTER palette on the google style base map.
4.6 · 130 reviews
The whole island1 / 6Black FiveM minimap — google style
Pure monochrome. Deep black land, cool steel water and white arterials — the safest choice when your HUD already carries a lot of colour. A Google-Maps-style street map as the source: road classes, water, parks and beaches are segmented from its own colours, then re-lit with the elevation relief of the base map — the densest, most detailed style in the shop.
Obsidian is the palette we reach for when a server already has a loud HUD. The land is pushed almost to pure black, the water is a cold steel that reads as water rather than as "dark grey", and the arterial network is the only thing allowed to be bright. Nothing on the map competes with a coloured job blip, a waypoint line or a gang territory overlay drawn on top of it.
How the black palette reads in game
On a radar the size of a postage stamp, contrast beats colour. Because the only light pixels are roads, your eye finds the next junction instantly even at 180 km/h. It is the least tiring palette over a four-hour session, and the one that survives the worst monitor calibration.
Which servers run this one
Whitelisted roleplay servers with a heavily customised HUD, and combat servers whose overlays are already colour coded. If you are unsure what to pick and your UI is busy, this is the safe answer.
Worth knowing before you buy: On a bright monitor in a sunlit room the terrain relief almost disappears. If you want players to read the hills as well as the roads, Graphite or Cobalt hold up better.
The google style base map, explained
A Google-Maps-style colour street map is used as the source. Road classes, water, parks, beaches and built-up blocks are segmented out of its own colours, then re-lit with the elevation data of the base map so it gets the same hillshade, bathymetric depth and glowing coastline as the other two builds.
It is by far the densest build in the shop: every named street, every park, every service road. Servers whose players navigate by street name rather than by postal number get materially more out of it than out of the stock map.
The trade-off: Density has a cost. At the smallest radar sizes there is more on screen than a moving player can read, and the plain builds are cleaner in that situation. The same black palette is also built on postal codes and no postals, so you can switch base map without changing the look of your server.
The exact black palette
Nothing here is a filter dropped over the stock map. Every band below is a separate layer in the renderer, which is why the twelve palettes look like twelve different maps rather than twelve tints of one. These are the values used to build the black OBSIDIAN map you are looking at.
| Layer | Colour | What it is |
|---|---|---|
| Accent / brand | #E9EDF3 | Used for the coastline glow and the UI accent on this page. |
| Deep water | #04060A | The deepest bathymetric band, furthest from shore. |
| Mid water | #0A0E14 | The middle depth band between the shelf and the deep. |
| Shallow water | #161C25 | The shelf right off the beach, where the depth contours sit. |
| Coastline | #EEF3F9 | The glow that hugs the shore and makes the island read at a glance. |
| Low ground | #080A0E | Sea-level terrain: the basin, the beaches and the flats. |
| Mid ground | #171B22 | The first elevation band — most of Los Santos sits here. |
| High ground | #292F39 | Hills and the Vinewood ridge. |
| Peaks | #3A414D | Mount Chiliad and the highest bands of the northern range. |
| Minor roads | #59616C | Residential streets and service roads — the quietest tier. |
| Major roads | #CBD4E0 | Arterials and boulevards. |
| Freeways | #FFFFFF | The highway network, always the brightest road tier. |
| Labels | #C6CEDB | Street names and, on the postal build, the postal numbers. |
How this map is rendered
Every map is rendered at 2× supersampling from a 12288 × 18432 master, then resampled to the 6144 × 9216 game resolution — which is why the coastline stays smooth instead of stair-stepping, and why labels stay readable at radar size. Water depth is a real bathymetric gradient with contour lines, the coastline carries a glow that hugs the shore, and the road network is separated into three tiers so freeways stay continuous while the city fabric never turns to mush.
The source map is taken apart into semantic layers first — ocean, depth, coastline, terrain relief, hillshade, three road classes, labels and label halos — and each layer is recoloured independently. That separation is what lets the black freeways stay bright while the residential grid stays quiet, instead of every pixel shifting hue together.
What is in the download
One folder named pityus_minimap_black_google, 78 stream files, roughly 113 MB of VRAM in game — identical to the stock GTA V map, so there is no performance cost to switching.
| File | What it does |
|---|---|
fxmanifest.lua | Resource manifest, game "gtav", fx_version "cerulean". |
client.lua | Sets the radar zoom levels so the new texture resolution is sampled correctly. |
stream/minimap_sea_0_0.ytd … 2_1.ytd | Six DXT5 sea texture dictionaries covering the ocean. |
stream/minimap_0_0.ytd … 2_1.ytd | Six DXT5 land texture dictionaries covering the island. |
stream/minimap_lod.ytd | The low-detail texture used when the pause map is fully zoomed out. |
stream/*.ydd (65 files) | The geometry the game draws the minimap onto, unchanged from vanilla. |
pityus_minimap_black_google/ | Everything above lives in this one folder. Nothing is written anywhere else. |
How to install the black minimap on a FiveM server
resources/ └─ [standalone]/ └─ pityus_minimap_black_google/ server.cfg: ensure pityus_minimap_black_google
- 01 Unzip into your resources folder
Drop the pityus_minimap_black_google folder into resources/[local] (or any folder your server.cfg already ensures). Keep the folder name exactly as it is — the fxmanifest and the stream paths depend on it.
- 02 Ensure it in server.cfg
Add "ensure pityus_minimap_black_google" to server.cfg. Put it near the top, before your HUD and framework resources, so the textures are already streamed when the HUD first draws.
- 03 Remove any other minimap resource
Two resources streaming the same minimap textures is the single most common reason a new map does not appear. Search your resources folder for other files named minimap.ytd or minimap_sea_*.ytd and stop those resources.
- 04 Clear the client cache
Delete FiveM Application Data/data/cache on every client that tests it. FiveM caches streamed textures aggressively and will keep serving the old minimap otherwise.
- 05 Reconnect and check
Join the server and open the pause map. If the pause map changed but the radar did not, the cache was not cleared; if neither changed, the resource is not started — check the server console for the resource name.
The full installation guide covers replacing an existing map resource, txAdmin deployments and cache clearing in more detail.
Framework compatibility
The resource replaces textures and radar zoom data only. It has no framework dependency and no exports, so it behaves the same everywhere.
| Framework | Status |
|---|---|
| QBCore | Works unchanged. No qb-hud edit needed unless your HUD hides the radar. |
| QBox | Works unchanged. |
| ESX Legacy | Works unchanged on 1.9 and later. |
| vRP / vRPex | Works unchanged. |
| Standalone | Works unchanged — the resource has no framework dependency at all. |
| Custom map add-ons | The texture only replaces the minimap art; MLOs and map resources are untouched. |
Brand it with your own logo
Any of these maps can be branded in the browser studio: place your server name, your logo, a Discord tag or a watermark anywhere on the island, preview it on the real tiles at full zoom, and download the finished resource. The map stays $8.00 and each element you add costs $1.00. Open this map in the studio — you only pay when you download.
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