
Key Required

-- Optimized Invisible Wall Remover (No Character Reload)
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")
local StarterGui = game:GetService("StarterGui")
local UserInputService = game:GetService("UserInputService")
local storedParts = {}
local processedParts = {}
local isProcessing = false
-- Store in global so it can be unloaded later
_G.InvisWallStoredParts = storedParts
_G.InvisWallConnections = {}
local repairKeywords = {
"stair", "step", "ramp", "trimp", "platform", "invisibleplatform",
"floor", "ground", "pad", "road", "path", "bridge"
}
local function isGameplayPart(name)
name = string.lower(name)
for _, keyword in pairs(repairKeywords) do
if string.find(name, keyword, 1, true) then
return true
end
end
return false
end
local function destroyAndStore()
if isProcessing then return 0, 0 end
isProcessing = true
local destroyedCount = 0
local storedCount = 0
local parts = {}
-- Batch collect parts
for _, obj in pairs(Workspace:GetDescendants()) do
if (obj:IsA("BasePart") or obj:IsA("MeshPart")) and not processedParts[obj] then
table.insert(parts, obj)
end
end
-- Process in chunks
local chunkSize = 50
for i = 1, #parts, chunkSize do
for j = i, math.min(i + chunkSize - 1, #parts) do
local obj = parts[j]
if obj and obj.Parent then
local name = string.lower(obj.Name)
if isGameplayPart(name) then
if obj.CanCollide then
local newPart = obj:Clone()
newPart.Parent = nil
table.insert(storedParts, newPart)
pcall(function() obj:Destroy() end)
storedCount = storedCount + 1
end
else
if obj.CanCollide and obj.Transparency >= 0.8 and obj.Position.Y > 50 then
pcall(function()
obj:Destroy()
destroyedCount = destroyedCount + 1
end)
end
end
processedParts[obj] = true
end
end
task.wait()
end
isProcessing = false
return storedCount, destroyedCount
end
local function restoreStoredParts()
local restoredCount = 0
local mapParent = Workspace:FindFirstChild("Map") or Workspace:FindFirstChild("Level") or Workspace
-- Restore in chunks
local chunkSize = 25
for i = 1, #storedParts, chunkSize do
for j = i, math.min(i + chunkSize - 1, #storedParts) do
local part = storedParts[j]
if part then
pcall(function()
part.Parent = mapParent
restoredCount = restoredCount + 1
end)
end
end
task.wait()
end
storedParts = {}
processedParts = {}
return restoredCount
end
local function runCleanAndFix()
local stored, destroyed = destroyAndStore()
task.wait(0.2)
local restored = restoreStoredParts()
if destroyed > 0 or restored > 0 then
StarterGui:SetCore("SendNotification", {
Title = "MAP REGENERATION",
Text = string.format("Ramps: %d | Walls: %d | Restored: %d", stored, destroyed, restored),
Duration = 5
})
else
StarterGui:SetCore("SendNotification", {
Title = "CLEAN",
Text = "No issues found",
Duration = 3
})
end
end
local function runRefresh()
if #storedParts > 0 then
local restored = restoreStoredParts()
StarterGui:SetCore("SendNotification", {
Title = "Map Refresh",
Text = string.format("Restored %d parts", restored),
Duration = 3
})
end
runCleanAndFix()
end
local inputConn = UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.KeyCode == Enum.KeyCode.J then
runRefresh()
end
end)
table.insert(_G.InvisWallConnections, inputConn)
task.wait(1)
runCleanAndFix()
StarterGui:SetCore("SendNotification", {
Title = "Wall Remover Active",
Text = "Press J to refresh map",
Duration = 5
})



Works on New Evade-?
@larkyqkwq can you read-?