I have a map voting at the end of my round in my fps unity game. However when the player votes it just goes back to the main menu instead of the chosen map.

here is the error message.
Trying to load scene now: Test_Map_4
UnityEngine.Debug:Log (object)
MarsFPSKit.Kit_SceneSyncer:LoadScene (string,bool) (at Assets/314 Arts/MarsFPSKit/Scripts/GameLogic/Kit_SceneSyncer.cs:146)
MarsFPSKit.Kit_PvP_GMB_Deathmatch:TimeRunOut () (at Assets/314 Arts/MarsFPSKit/Scripts/GameLogic/GameModes/PvP/Kit_PvP_GMB_Deathmatch.cs:347)
MarsFPSKit.Kit_IngameMain:Update () (at Assets/314 Arts/MarsFPSKit/Scripts/GameLogic/Kit_IngameMain.cs:570)

Here are some scripts that could help you:
using Mirror;
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

namespace MarsFPSKit
{
    /// <summary>
    /// This custom scene manager makes sure that scenes are properly synced. In contrast to the default manager from Photon, reloading a scene is possible.
    /// </summary>
    public class Kit_SceneSyncer : MonoBehaviour
    {
        public static Kit_SceneSyncer instance;
        /// <summary>
        /// Game Information
        /// </summary>
        public Kit_GameInformation information;
        /// <summary>
        /// The canvas that displays the loading screen
        /// </summary>
        public GameObject loadingCanvas;
        /// <summary>
        /// The image that displays the progress
        /// </summary>
        public Image loadingBar;
        /// <summary>
        /// Background image of map
        /// </summary>
        public Image backgroundImage;
        [HideInInspector]
        /// <summary>
        /// Is loading in progress?
        /// </summary>
        public bool isLoading;

        [Header("Fade")]
        public Animator fadeAnim;
        /// <summary>
        /// How long does it take to fade in?
        /// </summary>
        public float fadeInLength = 0.25f;
        /// <summary>
        /// How long does it take to fade out?
        /// </summary>
        public float fadeOutLength = 0.25f;

        void Awake()
        {
            if (!instance)
            {
                //Assign instance
                instance = this;
                //Make sure it doens't get destroyed
                DontDestroyOnLoad(this);
                //Hide canvas
                loadingCanvas.SetActive(false);
            }
            else
            {
                //Only one of this instance may be active at a time
                Destroy(gameObject);
            }
        }

        public IEnumerator DisplayAsyncSceneLoading(string scene)
        {
            while (Kit_NetworkManager.loadingSceneAsync == null) yield return null;

            isLoading = true;
            Kit_MapInformation mapInfo = information.GetMapInformationFromSceneName(scene);
            if (mapInfo && mapInfo.loadingImage)
            {
                backgroundImage.sprite = mapInfo.loadingImage;
                backgroundImage.enabled = true;
            }
            else
            {
                backgroundImage.enabled = false;
            }
            //Reset progress
            loadingBar.fillAmount = 0f;
            //Show canvas
            loadingCanvas.SetActive(true);
            fadeAnim.Play("Fade In", 0, 0f);
            //Wait for anim
            yield return new WaitForSeconds(fadeInLength);

            AsyncOperation loading = Kit_NetworkManager.loadingSceneAsync;
            while (loading != null && !loading.isDone)
            {
                loadingBar.fillAmount = loading.progress;
                yield return null;
            }
            loadingBar.fillAmount = 1f;
            fadeAnim.Play("Fade Out", 0, 0f);
            //Wait for anim
            yield return new WaitForSeconds(fadeOutLength);
            //Hide canvas again
            loadingCanvas.SetActive(false);
            //Unset bool
            isLoading = false;
        }

        IEnumerator LoadLocalSceneAsync(string scene)
        {
            isLoading = true;
            Kit_MapInformation mapInfo = information.GetMapInformationFromSceneName(scene);
            if (mapInfo && mapInfo.loadingImage)
            {
                backgroundImage.sprite = mapInfo.loadingImage;
                backgroundImage.enabled = true;
            }
            else
            {
                backgroundImage.enabled = false;
            }
            //Reset progress
            loadingBar.fillAmount = 0f;
            //Show canvas
            loadingCanvas.SetActive(true);
            fadeAnim.Play("Fade In", 0, 0f);
            //Wait for anim
            yield return new WaitForSeconds(fadeInLength);
            AsyncOperation loading = SceneManager.LoadSceneAsync(scene);
            while (!loading.isDone)
            {
                loadingBar.fillAmount = loading.progress;
                yield return null;
            }
            fadeAnim.Play("Fade Out", 0, 0f);
            //Wait for anim
            yield return new WaitForSeconds(fadeOutLength);
            //Hide canvas again
            loadingCanvas.SetActive(false);
            //Unset bool
            isLoading = false;
        }

        /// <summary>
        /// Network loads a scene
        /// </summary>
        /// <param name="scene"></param>
        public void LoadScene(string scene, bool forceLocal = false)
        {
            Debug.Log("Trying to load scene now: " + scene);

            if (!Kit_NetworkManager.instance.isNetworkActive || forceLocal)
            {
                StartCoroutine(LoadLocalSceneAsync(scene));
            }
            else
            {
                if (!NetworkServer.isLoadingScene)
                {
                    //Relay to network manager
                    Kit_NetworkManager.instance.ServerChangeScene(scene);
                }
            }
        }
    }
}

main menu loads but it should rather load what the player votes vor
Here is another error message:
Trying to load scene now: MainMenu
UnityEngine.Debug:Log (object)
MarsFPSKit.Kit_SceneSyncer:LoadScene (string,bool) (at Assets/314 Arts/MarsFPSKit/Scripts/GameLogic/Kit_SceneSyncer.cs:146)
MarsFPSKit.Kit_IngameMain:OnStopClient () (at Assets/314 Arts/MarsFPSKit/Scripts/GameLogic/Kit_IngameMain.cs:1175)
Mirror.NetworkIdentity:OnStopClient () (at Assets/Mirror/Core/NetworkIdentity.cs:781)
Mirror.NetworkServer:UnSpawnInternal (UnityEngine.GameObject,bool) (at Assets/Mirror/Core/NetworkServer.cs:1729)
Mirror.NetworkServer:Destroy (UnityEngine.GameObject) (at Assets/Mirror/Core/NetworkServer.cs:1797)
Mirror.NetworkIdentity:OnDestroy () (at Assets/Mirror/Core/NetworkIdentity.cs:633)

Fix it and show me 100% of the fixed script. Let me know if you need any scripts