How should I handle loading maps?

I would store the map in ServerStorage if it is big, if the player needs data like a image of the map,
map name, etc I would send it to the client with a remote or have the map image and name display on a surface gui on the server.

To load a map I would simply using a ipairs loop, cycle through all models (if the map is split in seperate models) and clone each model one by one with a 1/4 second delay between each clone to the workspace (or where you want the map).

Kinda like this.

local maps = game.ServerStorage.Maps:GetChildren() -- Collect all existing maps.

local chosenmap = maps[math.random(1, #maps)] -- Pick random map from table.

print("Loading the map...")


for k, v  in  chosenmap:GetChildren()  do -- ipairs() is not needed.

     v:Clone().Parent = workspace.CurrentMap

      --A small delay so that client and server can catch up and reduce lag.
     task.wait(0.25)

end

print("Map loaded.")

To unload the map simply do

workspace.Currentmap:ClearAllChildren()

That’s my way of doing it.
Hope that helps.

Edit:

Since this still gets referenced and linked years later, I improved the formatting a little and use more modern Lua code.

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