I was basically wondering how I would move a map from Workspace to Server Storage?
map.Parent = game.ServerStorage
already tried that, cant do it locally
Consider looking at the rest of your script. This worked for me before, and I have no reason to doubt it still functioning properly.
But somehow it is working for me..?
Again I haven’t done this in a while, but the scripts I made which do this still work to this day.
ServerStorage as the name suggests is only for the Server to use. Clients can’t access ServerStorage. If you need a storage container for the clients to use the simplest solution is to use ReplicatedStorage.
But you could also destroy the models locally and then have them cloned when required by the client again.
Local Scripts can’t access ServerStorage. You will have to find somewhere else to store it that the player can actually see. One way to view what the client can see is to hit test, select client, and then look in the explorer. As xZylter said, you can just use ReplicatedStorage instead, although I can imagine it’d fill up really quickly with multiple players saving the map to it. The best option (without knowing your specific reasoning) is to destroy and clone it, again mentioned by xZylter.
Move it to ReplicatedStorage or Lighting instead
Why would you want to do this locally and not server side? The server would not recognise the change.
You can’t do it. It’s impossible. Server Storage DOES NOT EXIST on the client. Hence the name, ServerStorage, only the server has access to it. You’ll need to find a different way.
Alternatively, maybe pass a model down to the client in a RemoteEvent (this can be done I imagine if you clone it or something?) and then bring it into the client. That way, you can delete it with no concequence.