Roblox Voting System Script Map

Setting up a roblox voting system script map is honestly one of those things that completely changes the vibe of your game from a static lobby into a fully-fledged, interactive experience. If you've ever played big titles like Murder Mystery 2 or Epic Minigames, you know the drill: the round ends, three maps pop up on the screen, and players go wild clicking their favorite. It adds that layer of player agency that keeps people coming back because, let's be real, nobody wants to play the same forest map five times in a row.

Getting this system to work correctly isn't just about making a pretty UI; it's about making sure the server and the client are talking to each other without losing their minds. You've got to handle the timer, the map cloning, the cleanup of the previous round, and the actual tallying of the votes. It sounds like a lot, but once you break it down into manageable chunks, it's actually a pretty fun logic puzzle to solve.

The Foundation: Setting Up Your Workspace

Before you even touch a line of code, you need to organize your Explorer. This is where most beginners trip up. They'll leave their maps sitting in the Workspace, and then wonder why the game is lagging or why maps are overlapping.

You should create a folder in ReplicatedStorage and call it something like "Maps." Inside this folder, place each of your map models. Make sure each map has a clear name (no spaces is usually easier for scripting) and a designated "SpawnPart" or a group of spawns so the script knows where to drop the players.

The reason we put them in ReplicatedStorage is that the server needs to be able to "clone" them into the Workspace when the round starts, and then Destroy() them when the round ends. It keeps the game clean and ensures that players aren't falling through the floor of a map that hasn't loaded yet.

Designing the Voting UI

The visual part of your roblox voting system script map is what the players actually interact with. You'll want a ScreenGui in StarterGui. Inside that, a main frame that only appears when it's voting time.

I usually recommend having three TextButtons or ImageButtons. Why three? It's the "Goldilocks" number—not too few to be boring, and not so many that the votes get spread too thin. You can even get fancy and add map thumbnails by using ViewportFrames, but if you're just starting out, simple text buttons with the map names work perfectly fine.

Don't forget to add a "Timer" label. There's nothing more stressful (in a good way) than seeing that countdown hit three seconds while you're trying to convince your friends to pick the lava map.

The Scripting Logic: Server vs. Client

This is where the real work happens. You're going to need a few different scripts to talk to each other.

1. The Server Script (The Brains)

The server script stays in ServerScriptService. Its job is to manage the game loop. It needs to: * Pick three random maps from your ReplicatedStorage folder. * Tell all the players (the clients) which maps were picked. * Start a countdown (say, 15 seconds). * Listen for when a player clicks a button. * Total up the votes and figure out who won.

When the timer hits zero, the server looks at the "Vote Table." If Map A has 5 votes and Map B has 2, it clones Map A into the Workspace, waits a second for it to load, and then teleports everyone to the map's designated spawn points.

2. The LocalScript (The Interaction)

This script lives inside your Voting UI. It's responsible for showing the frame when the server says it's time to vote and sending a RemoteEvent back to the server when a player clicks a button.

Pro tip: Make sure you disable the buttons once a player has voted, or at least visually indicate they've made a choice. It prevents people from spam-clicking and potentially breaking your vote counter logic.

Handling the Teleportation

Once the winning map is chosen, you need to move the players. You shouldn't just move their HumanoidRootPart to a random coordinate. Instead, look for a part inside the winning map model—let's call it "GameSpawn"—and move the player's CFrame to that part's CFrame.

It's also a good idea to "freeze" players for a second or put them in a loading screen while this happens. There's always that one player with a slow internet connection who might end up glitching through a wall if they start moving before the map is fully rendered on their screen.

Dealing with the Infamous "Tie"

What happens if Map A and Map B both get four votes? If you don't script for this, your game might just break or pick the first one in the list every time.

A natural way to handle this is to write a simple check: if there's a tie, the script should just pick one of the winners at random. It keeps things fair and adds a bit of unpredictability. You could even add a "Random" option in the voting UI itself for those players who truly don't care where they play.

Cleaning Up the Mess

One of the biggest causes of lag in Roblox games is "memory leaks" caused by old maps not being deleted. When a round ends and you're heading back to the lobby, your roblox voting system script map needs to be diligent.

Use the :Destroy() function on the map model currently in the Workspace. Don't just set its parent to nil; actually destroy it so the server can reclaim that memory. Also, make sure you reset all the vote counters to zero before the next voting session starts. If you forget to do this, the "votes" from the last round might carry over, and you'll end up with a map having 50 votes before the timer even starts!

Adding Some Polish

If you want your game to feel "pro," don't just make the UI pop out of nowhere. Use TweenService to slide the voting frame onto the screen. Maybe add a subtle sound effect when someone casts a vote.

Another cool feature is showing the "current leader" in real-time. As people click buttons, the numbers next to the map names should update. This encourages "strategic voting," where players might switch their vote to a second-favorite map just to prevent their least favorite from winning. It's a small detail, but it makes the lobby time feel much more active.

Common Pitfalls to Avoid

I've seen a lot of people try to handle the entire voting process on the client side because it's "easier." Don't do this. If the client decides which map won, a hacker could easily fire a remote event and force the game to load whatever they want—or just crash the server. Always make the server the ultimate authority on the vote count and the map loading.

Also, keep an eye on your map sizes. If your maps are huge, cloning them can cause a massive "lag spike" for everyone. If that happens, you might want to look into "StreamingEnabled" or optimizing your map models by unioning parts or using meshes where possible.

Final Thoughts

Building a roblox voting system script map is a rite of passage for many developers. It's the bridge between making a simple "obby" and making a "game." It teaches you about the client-server relationship, data management, and user experience design.

Don't get discouraged if your first attempt results in maps spawning on top of each other or the timer getting stuck at zero. Debugging is just part of the process. Once you see a server full of players frantically clicking buttons to pick their favorite arena, you'll realize it was worth every line of code. It makes your world feel alive, and at the end of the day, that's what great game design is all about. Keep tweaking, keep testing, and most importantly, have fun building!