Usefulness of client-sided map loading

I have maps that I wanted to store on the server and load to the client when needed. My maps are pretty small though so I didn’t want to use ContentStreaming.

My issue is that besides the maps themselves, I have monsters that need to be replicated equally to all clients. I could have just the monsters always loaded in the server to replicate to the clients, but then the monsters won’t know the map exists.

What I thought of was loading the monsters and the map to the server initially, then deleting all the unnecessary maps on the client when each player joins. That way the map and monsters are in workspace on the server as needed but not on the client.

Is this worth doing? Since the client is going to load all maps when joining the game in this case, should I just leave them there or is it still worth going through all the loading/unloading as the player teleports between maps?