How to load into same scene with somebody?

I got to where I connect and be in the same lobby as somebody else, but when I start the game we both load the level but with it’s our own level and it’s just like singleplayer. I don’t know how to fix it. I want us to both have our own camera and be able to control our own player and be able to see each other. I would really appreciate any help or somewhere to get help. Thanks

MenuManager.cs

using UnityEngine;
using System.Collections;

public class MenuManager : MonoBehaviour
{
    public MenuManager instance;

	public string CurrentMenu;

    public string MatchName;
    public string MatchPassword = "";
    public int MatchMaxPlayers = 4;
    private Vector2 ScrollLobby = Vector2.zero;
    private string iptemp = "127.0.0.1";


    public GUIStyle GameTitleGUIStyle;
    public GUIStyle MenuLabelGUIStyle;
    public GUIStyle MenuButtonsGUIStyle;
    public GUIStyle WordsGUIStyle;
    public GUIStyle SmallButtonGUIStyle;
    public GUIStyle colorBlue;
    public GUIStyle colorBlueL;
    public GUIStyle colorGreen;
    public GUIStyle colorGreenL;
    public GUIStyle colorPink;
    public GUIStyle colorRed;
    public GUIStyle colorYellow;
    public GUIStyle colorPurple;
    public GUIStyle colorOrange;
    public GUIStyle colorBrown;
    public GUIStyle mapName;
    public GUIStyle textBox;

	void Start()
	{
        instance = this;
        CurrentMenu = "GMain";
        MatchName = "Cubes " + Random.Range(0, 5000);
	}

	void OnGUI()
	{
        if (CurrentMenu == "GMain")
            Game_Main();
        if (CurrentMenu == "SPMain")
            SP_Main();
		if(CurrentMenu == "Main")
			Menu_Main();
        if (CurrentMenu == "About")
            Menu_About();
        if (CurrentMenu == "loGame")
            Load_Game();
        if (CurrentMenu == "Lobby")
            Menu_Lobby();
        if (CurrentMenu == "Host")
            Menu_HostGame();
        if (CurrentMenu == "ChoMap")
            Menu_ChooseMap();
	}

	public void NavigateTo(string nextmenu)
	{
		CurrentMenu = nextmenu;
	}

    private void Game_Main()
    {
        GUI.Box(new Rect(Screen.width - 875, Screen.height - 550, 200, 50), "Cubes", GameTitleGUIStyle);

        if (GUI.Button(new Rect(Screen.width - 875, Screen.height - 475, 200, 20), "Singleplayer", MenuButtonsGUIStyle))
        {
            NavigateTo("SPMain");
        }
        if (GUI.Button(new Rect(Screen.width - 875, Screen.height - 440, 200, 20), "Multiplayer", MenuButtonsGUIStyle))
        {
            NavigateTo("Main");
        }
        if (GUI.Button(new Rect(Screen.width - 875, Screen.height - 405, 200, 20), "About", MenuButtonsGUIStyle))
        {
            NavigateTo("About");
        }
        if (GUI.Button(new Rect(Screen.width - 875, Screen.height - 370, 200, 20), "Quit Game", MenuButtonsGUIStyle))
        {
            Application.Quit();
        }
    }

    private void SP_Main()
    {
        GUI.Box(new Rect(10, 10, 200, 50), "Singleplayer", MenuLabelGUIStyle);

        //Buttons Main Menu
        if (GUI.Button(new Rect(10, 60, 200, 20), "New Game", MenuButtonsGUIStyle))
        {
            Application.LoadLevel("testLevel");
        }
        if (GUI.Button(new Rect(10, 95, 200, 20), "Load Game", MenuButtonsGUIStyle))
        {
            NavigateTo("loGame");
        }
        if (GUI.Button(new Rect(10, 130, 200, 20), "Main Menu", MenuButtonsGUIStyle))
        {
            NavigateTo("GMain");
        }
    }

    private void Load_Game()
    {
        GUI.Label(new Rect(10, 70, 200, 50), "A work in progress. Nothing here yet.", WordsGUIStyle);

        if (GUI.Button(new Rect(10, 130, 200, 50), "Back", MenuButtonsGUIStyle))
        {
            NavigateTo("SPMain");
        }
    }

    private void Menu_About()
    {
        if (GUI.Button(new Rect(10, 10, 200, 20), "Back", MenuButtonsGUIStyle))
        {
            NavigateTo("GMain");
        }

        GUI.Label(new Rect(10, 70, 200, 50), "A 2.5D platformer. You are a cube and you jump across platforms.", WordsGUIStyle);
        GUI.Label(new Rect(10, 90, 200, 50), "© 2013 Tre Babcock", WordsGUIStyle);
    }

    private void Menu_Main()
    {
        GUI.Box(new Rect(10, 10, 200, 50), "Multiplayer", MenuLabelGUIStyle);

        //Buttons Main Menu
        if (GUI.Button(new Rect(10, 60, 200, 20), "Create Game", MenuButtonsGUIStyle))
        {
            NavigateTo("Host");
        }
        if (GUI.Button(new Rect(10, 95, 200, 20), "Refresh Games", MenuButtonsGUIStyle))
        {
            MasterServer.RequestHostList("Co-Op");
        }

        GUI.Label(new Rect(250, 75, 130, 20), "Player Name", WordsGUIStyle);
        MultiplayerManager.instance.PlayerName = GUI.TextField(new Rect(420, 70, 150, 30), MultiplayerManager.instance.PlayerName, textBox);
        if (GUI.Button(new Rect(590, 75, 100, 30), "Save Name", SmallButtonGUIStyle))
        {
            PlayerPrefs.SetString("PlayerName", MultiplayerManager.instance.PlayerName);
        }

        GUI.Label(new Rect(250, 115, 130, 20), "Direct Connect", WordsGUIStyle);
        iptemp = GUI.TextField(new Rect(420, 110, 150, 30), iptemp, textBox);
        if (GUI.Button(new Rect(590, 115, 100, 30), "Connect", SmallButtonGUIStyle))
        {
            Network.Connect(iptemp, 2550);
        }

        GUILayout.BeginArea(new Rect(Screen.width - 400, 0, 400, Screen.height), "Games List", "Box");
        GUILayout.Space(20);
        foreach (HostData match in MasterServer.PollHostList())
        {
            GUILayout.BeginHorizontal("Box");

            GUILayout.Label(match.gameName);
            if (GUILayout.Button("Connect", MenuButtonsGUIStyle))
            {
                Network.Connect(match);
            }

            GUILayout.EndHorizontal();
        }

        GUILayout.EndArea();

        if (GUI.Button(new Rect(10, 130, 200, 20), "Main Menu", MenuButtonsGUIStyle))
        {
            NavigateTo("GMain");
        }
    }

    private void Menu_HostGame()
    {
        GUI.Box(new Rect(10, 10, 200, 50), "Create Game", MenuLabelGUIStyle);

        //Buttons Host Game
        if (GUI.Button(new Rect(10, 130, 200, 20), "Back", MenuButtonsGUIStyle))
        {
            NavigateTo("Main");
        }

        if (GUI.Button(new Rect(10, 60, 200, 20), "Start Server", MenuButtonsGUIStyle))
        {
            MultiplayerManager.instance.StartServer(MatchName, MatchPassword, MatchMaxPlayers);
        }

        if (GUI.Button(new Rect(10, 95, 200, 20), "Choose Level", MenuButtonsGUIStyle))
        {
            NavigateTo("ChoMap");
        }

        GUI.Label(new Rect(250, 75, 130, 30), "Game Name", WordsGUIStyle);
        MatchName = GUI.TextField(new Rect(440, 70, 200, 30), MatchName, textBox);

        GUI.Label(new Rect(250, 115, 130, 30), "Game Password", WordsGUIStyle);
        MatchPassword = GUI.PasswordField(new Rect(440, 110, 200, 30), MatchPassword, '*', textBox);

        GUI.Label(new Rect(250, 150, 130, 30), "Max Players", WordsGUIStyle);
        GUI.Label(new Rect(440, 150, 200, 30), (MatchMaxPlayers + 1).ToString());
        MatchMaxPlayers = Mathf.Clamp(MatchMaxPlayers, 1, 3);

        if (GUI.Button(new Rect(465, 150, 15, 15), "-", SmallButtonGUIStyle))
            MatchMaxPlayers -= 1;
        if (GUI.Button(new Rect(490, 150, 15, 15), "+", SmallButtonGUIStyle))
            MatchMaxPlayers += 1;

        GUI.Box(new Rect(440, 10, 100, 30), MultiplayerManager.instance.CurrentMap.MapName, mapName);
    }

    private void Menu_Lobby()
    {
        ScrollLobby = GUILayout.BeginScrollView(ScrollLobby, GUILayout.MaxWidth(200));

        foreach (MPPlayer pl in MultiplayerManager.instance.PlayerList)
        {
            if (pl.PlayerNetwork == Network.player)
            GUILayout.Box(pl.PlayerName);
        }

        GUILayout.EndScrollView();

        GUI.Box(new Rect(300, 10, 150, 40), MultiplayerManager.instance.CurrentMap.MapName, mapName);

        if (Network.isServer)
        {
            if (GUI.Button(new Rect(Screen.width - 200, Screen.height - 80, 200, 40), "Start Game", MenuButtonsGUIStyle))
            {
                MultiplayerManager.instance.networkView.RPC("Client_LoadMultiplayerMap", RPCMode.All, MultiplayerManager.instance.CurrentMap.MapLoadName, MultiplayerManager.instance.oldprefix + 1);
                MultiplayerManager.instance.oldprefix += 1;
                MultiplayerManager.instance.IsMatchStarted = true;
            }
        }
        if (GUI.Button(new Rect(Screen.width - 200, Screen.height - 40, 200, 40), "Disconnect", MenuButtonsGUIStyle))
        {
            Network.Disconnect();
        }
    }

    private void Menu_ChooseMap()
    {
        if (GUI.Button(new Rect(10, 10, 200, 50), "Back", MenuButtonsGUIStyle))
        {
            NavigateTo("Host");
        }

        GUI.Label(new Rect(220, 10, 130, 30), "Choose Level", WordsGUIStyle);
        GUILayout.BeginArea(new Rect(350, 10, 150, Screen.height));

        foreach (MapSetting map in MultiplayerManager.instance.MapList)
        {
            if (GUILayout.Button(map.MapName, SmallButtonGUIStyle))
            {
                NavigateTo("Host");
                MultiplayerManager.instance.CurrentMap = map;
            }
        }

        GUILayout.EndArea();
    }

    void OnServerInitialized()
    {
        NavigateTo("Lobby");
    }

    void OnConnectedToServer()
    {
        NavigateTo("Lobby");
    }

      void OnDisconnectedFromServer(NetworkDisconnection info)
    {
        NavigateTo("Main");
    }

}

MultiplayerManager.cs

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class MultiplayerManager : MonoBehaviour
{
	public static MultiplayerManager instance;

    public string PlayerName;

	private string MatchName = "";
	private string MatchPassword = "";
	private int MatchMaxUsers = 32;

	public List<MPPlayer> PlayerList = new List<MPPlayer>();
    public List<MapSetting> MapList = new List<MapSetting>();

    public MapSetting CurrentMap = null;
    public int oldprefix;
    public bool IsMatchStarted = false;



	void Start()
	{
		instance = this;
        PlayerName = PlayerPrefs.GetString("PlayerName");
        CurrentMap = MapList[0];
	}

    void FixedUpdate()
    {
        instance = this;
    }

    void Update()
    {
        if (IsMatchStarted  Input.GetKey(KeyCode.Tab))
        {
           
        }
    }

	public void StartServer(string servername, string serverpassword, int maxusers)
	{
		MatchName = servername;
		MatchPassword = serverpassword;
		MatchMaxUsers = maxusers;
		Network.InitializeServer(MatchMaxUsers, 2550, false);
        MasterServer.RegisterHost("Co-Op", MatchName, "");
	}

    void OnServerInitialized()
    {
        Server_PlayerJoinRequest(PlayerName, Network.player);
    }

    void OnConnectedToServer()
    {
        networkView.RPC("Server_PlayerJoinRequest", RPCMode.Server, PlayerName, Network.player);
    }

    void OnPlayerDiconnected(NetworkPlayer id)
    {
        networkView.RPC("Client_RemovePlayer", RPCMode.All, id);
    }

    void OnPlayerConnected(NetworkPlayer player)
    {
        foreach (MPPlayer pl in PlayerList)
        {
            networkView.RPC("Client_AddPlayerToList", player, pl.PlayerName, pl.PlayerNetwork);
        }
        networkView.RPC("Client_AddPlayerToList", player, CurrentMap.MapName, "", "");
    }

    void OnPlayerDisconnectedFromServer()
    {
        PlayerList.Clear();
    }

    [RPC]
    void Server_PlayerJoinRequest(string playername, NetworkPlayer view)
    {
        networkView.RPC("Client_AddPlayerToList", RPCMode.All, playername, view);
    }

    [RPC]
    void Client_AddPlayerToList(string playername, NetworkPlayer view)
    {
        MPPlayer tempplayer = new MPPlayer();
        tempplayer.PlayerName = playername;
        tempplayer.PlayerNetwork = view;
        PlayerList.Add(tempplayer);
    }

    [RPC]
    void Client_RemovePlayer(NetworkPlayer view)
    {
        MPPlayer temppl = null;
        foreach(MPPlayer pl in PlayerList)
        {
            if (pl.PlayerNetwork == view)
            {
                temppl = pl;
            }
        }
        if(temppl != null)
        {
            PlayerList.Remove(temppl);
        }
    }

    [RPC]
    void Client_GetMultiplayerMatchSettings(string map, string mode, string others)
    {
        CurrentMap = GetMap(map);
    }

    public MapSetting GetMap(string name)
    {
        MapSetting  get = null;

        foreach(MapSetting st in MapList)
        {
            if (st.MapName == name)
            {
                get = st;
                break;
            }
        }

        return get;
    }

    [RPC]
    void Client_LoadMultiplayerMap(string map, int prefix)
    {
        Network.SetLevelPrefix(prefix);
        Application.LoadLevel(map);
    }

}

[System.Serializable]
public class MPPlayer
{
	public string PlayerName = "";
	public NetworkPlayer PlayerNetwork;
}

[System.Serializable]
public class MapSetting
{
    public string MapName;
    public string MapLoadName;
    public Texture MapLoadTexture;
}

did you used your function “Client_LoadMultiplayerMap”?