Alright, so I'm not asking for any kind of code, since this is a conceptual question. I already know about Local Parts and their usefulness in regards to making an area visible to certain players only and/or at certain times, so I don't want to contend with answers pertaining to that.
I would not like to discuss StreamingEnabled either, since I don't want map parts to be removed from the area (each map chunk loads into the workspace and stays visible unless placed back into storage)
The reason for asking is mostly since I've been reviewing exploitation, which in most cases occurs on the client-side.
The game I'm working on is intended to have multiple variations / map adjustments depending on choices a player makes on the client (through guis, remote events), as well as have only certain map areas loaded for players based on their location (reduce lag).
I'm wondering if any of you have some ideas on how to make maps (models in particular) be able to seen by one client only (i.e. each representation of the game is different for each client), while still being solely on the server-side of the game? --- This is with FE Enabled.

15 comments
Huh, never rhough about this, I don't think you can though, not without some steps taken towards the Client.
I don’t know why you want a local map to be made by the server? Just make it client side clone?
I already noted, the reason is exploitation, I have a map system set up on the Client, I'm wondering if there's a way to keep the map storage on the server so any exploiters trying to steal the game would not have access to all of the parts at once
:\ there may not be a way to achieve something like this
People are already stealing games regardless of where the map is stored.
@Phlegthon, true, but this would in theory certainly make it harder to do / more time consuming
No. It will not. They are still able to steal it even if it's made server side.
@Serp I think you're a bit confused on what replication means. If the map is on the server, then it has also been sent over to the client. There's no added wall of protection by holding it in the "server only." The only benefit would be storing the map in ServerStorage, since that does not replicate to the client. I'm not aware of how people steal games so I don't know where that comes into play.
^^ Replication as in Cloning, not server to client, but yes, the idea is to receive that exact benefit (non-client replication) but with the ability to change items for a specific client's view
As far as I know the only way to hide the map is in ServerScriptService as roblox made that not accessible via local scripts outside of ServerScriptService. As for client only loading of map chunks you would need to run that locally to clone the map meaning that you can't store it in ServerScriptService. Basically if you wanna load the map only locally then you can't hide it from exploiters
Maps aren't server scripts so why are they going in there
I know but you can put models and stuff inside of the server scripts
you dont
you dont
@roy6576 everything that is used by the client or both the client and server should be in ReplicatedStorage