PlayerPrefs Loading Scene wont work

I am trying to build a script that would save the last scene you were on but it looks like it doesn’t work by any means.By saving the last scene i mean saving the progress and sending you to Map Scene which is like a mainmenu So i have a principal Map scene where you have to press on one specific collider to send you to a Map1,2,3 etc. So the game logic would look like this if press on collider for the first time - sends you to map1 In map1 if you kill all the zombies - sends you to Map If press on collider again- sends you to map2 In map2 if you kill all the zombies - sends you to Map And so on… I attached a script to my Map Scene which is not working

using UnityEngine;
 using System.Collections;
 
 public class DWP : MonoBehaviour {
     public static int zombiesdeaths;
     //private bool data = true;
     //private bool stergeKey = false;
 
     void Awake()
     {
         if(!PlayerPrefs.HasKey ("CurentMap"))
         {
             PlayerPrefs.SetInt ("CurentMap", 1);
 
         }
         zombiesdeaths = 9;
         Debug.Log ("Awake");
         //if(stergeKey == true)
         //    PlayerPrefs.DeleteAll ();
     }
 
 
     void OnMouseDown()
     {
         Debug.Log ("CLICK-UL MASII");
         StartCoroutine ("Downwoods");
         animation.Play ("testtouch");
         }
     IEnumerator Downwoods()
     {
         yield return new WaitForSeconds (2);
         if(PlayerPrefs.GetInt("CurentMap")==1)
         {
             zombiesdeaths=9;
         }
         if(PlayerPrefs.GetInt("CurentMap")==2)
         {
             zombiesdeaths=9;
         }
         if(PlayerPrefs.GetInt("CurentMap")==3)
         {
             zombiesdeaths=9;
         }
         print ("ienumerator");
         Application.LoadLevel("Map"+PlayerPrefs.GetInt("CurentMap").ToString());
     }
 }

And the Map1,Map2,Map3 Script function is the following:

void Kill ()
     {
         DWP.zombiesdeaths--;
         Debug.Log (DWP.zombiesdeaths );
         if(DWP.zombiesdeaths<1)
         {
             //Time.timeScale = 0;
             Debug.Log("ADIO");
             PlayerPrefs.SetInt("CurentMap",PlayerPrefs.GetInt("CurentMap")+1);
             Application.LoadLevel("MapScene");
         }
         Destroy( gameObject );
 
     }

You are setting your “CurrentMap” player pref, but you never save it so it is not saved :