Description
Black FiveM minimap (OBSIDIAN) — no postals. Pure monochrome. Deep black land, cool steel water and white arterials. A hand-rendered custom minimap for FiveM that drops straight into any ESX, ESX Legacy, QBCore, Qbox or standalone GTA V roleplay server. Instant delivery, lifetime updates and Discord support.
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.
The no postals base map, explained
Street names only, with no postal numbers burned into the texture. This is the cleanest read at radar size: fewer glyphs competing for the same pixels, so the road hierarchy and the coastline carry the map. It is the right base if you already run a postal or location script, use a custom numbering scheme, or simply do not use postals at all.
The trade-off: Players who are used to calling postals will need your own postal resource or a location script, because there are no numbers on the map itself.
What you get
- One drop-in FiveM resource folder: pityus_minimap_black_clean
- 78 stream files (DXT5 .ytd texture dictionaries and .ydd geometry) plus fxmanifest.lua and client.lua
- Game resolution 6144 × 9216, rendered at 2× supersampling from a 12288 × 18432 master
- Roughly 113 MB of VRAM in game — identical to the stock GTA V map, so there is no performance cost to switching
- Coloured LOD map so the pause-menu map matches the minimap
- Lifetime updates and Discord support
How this FiveM minimap is rendered
Nothing here is a filter dropped over the stock GTA V map. The source map is taken apart into semantic layers first — ocean, bathymetric 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. 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 exact OBSIDIAN palette
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 this map.
| 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. |
Installation — two minutes, any framework
- Drop the pityus_minimap_black_clean folder into your server's resources directory.
- Add ensure pityus_minimap_black_clean to your server.cfg.
- Restart the server and rejoin. Tell players to clear their FiveM cache if they still see the old map.
No framework dependency, no database, no configuration. Works with ESX, ESX Legacy, QBCore, Qbox, vRP and standalone servers, and sits happily alongside any HUD, radar or postal script you already run.
Which servers run this one
Whitelisted roleplay servers with a heavily customised HUD, and combat servers whose overlays are already colour coded. If your UI is busy and you are unsure what to pick, 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.
Also available
The same OBSIDIAN palette is also built on the Postal Codes and Google Style base maps, so you can change base map without changing the look of your server. All 12 colour themes — Black, White, Gray, Red, Blue, Yellow, Green, Orange, Purple, Pink, TOPO Night and TOPO Day — are available across all three base maps in this category.
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