i trying to make intermission script. with maps. it's works. and map randomly works but the problem is that. it's not taking randomly after the map ended. this script works with rounds. it's works but it's not taking Random Maps Like Forest map Or Garden Map And It's only Choice The Same Map. and i want it to make it randomly maps. sorry but i starting to be really advanced scripter but i don't know what it's the problem of it.. there some more i need to learn :)

this is short version of it.

local minigameModule = {
	gameRunning = false,
	playersAlive = {},
	currentMap = nil
}

local waitForChild = game.WaitForChild
local findFirstChild = game.FindFirstChild

-- Modules

local settingsModule = require(waitForChild(script, "Settings"))
local onWin = (function()
	local onWinModule = findFirstChild(script, "OnWin")
	
	if onWinModule then
		local onWinFunction = require(onWinModule)
		
		if type(onWinFunction) == "function" then
			return onWinFunction
		end
	end
end)()

local remoteEvent = waitForChild(game:GetService("ReplicatedStorage"), "Event")
local mapsStorage = waitForChild(game:GetService("ServerStorage"), "Maps"):GetChildren()

local playersService = game:GetService("Players")

function minigameModule.isPotentialGame()
	return playersService.NumPlayers >= settingsModule.minimumPlayers
end

function minigameModule:chooseMap()
	local chosenMap = mapsStorage[#mapsStorage]:Clone()
	if findFirstChild(chosenMap, "Spawns") then
		chosenMap.Parent = workspace
		chosenMap:MakeJoints()
		self.currentMap = chosenMap
		return chosenMap;
	end
end

i don't think needs more but this is the full version of it,

-- Minigame by Lheavy#1110

local minigameModule = {
	gameRunning = false,
	playersAlive = {},
	currentMap = nil
}

local waitForChild = game.WaitForChild
local findFirstChild = game.FindFirstChild

-- Modules

local settingsModule = require(waitForChild(script, "Settings"))
local onWin = (function()
	local onWinModule = findFirstChild(script, "OnWin")
	
	if onWinModule then
		local onWinFunction = require(onWinModule)
		
		if type(onWinFunction) == "function" then
			return onWinFunction
		end
	end
end)()

local remoteEvent = waitForChild(game:GetService("ReplicatedStorage"), "Event")
local mapsStorage = waitForChild(game:GetService("ServerStorage"), "Maps"):GetChildren()

local playersService = game:GetService("Players")

function minigameModule.isPotentialGame()
	return playersService.NumPlayers >= settingsModule.minimumPlayers
end

function minigameModule:chooseMap()
	local chosenMap = mapsStorage[#mapsStorage]:Clone()
	if findFirstChild(chosenMap, "Spawns") then
		chosenMap.Parent = workspace
		chosenMap:MakeJoints()
		self.currentMap = chosenMap
		return chosenMap;
	end
end

function minigameModule:spawnPlayers()
	local playersAlive = self.playersAlive
	local spawns = self.currentMap.Spawns:GetChildren()
	for index = 1, #playersAlive do
		local playerData = playersAlive[index]
		playerData.playerHumanoidRoot.CFrame = spawns[math.random(#spawns)].CFrame
	end
end

function minigameModule:runIntermission()
	if settingsModule.intermissionTime > 0 then
		for currentTime = math.floor(settingsModule.intermissionTime), 0, -1 do
			remoteEvent:FireAllClients("Timer", currentTime)
			wait(1)
		end
	end
	remoteEvent:FireAllClients("CeaseGUIs")
end

function minigameModule:getAlivePlayers()
	local playersAlive = {}
	for index, currentPlayer in next, playersService:GetPlayers() do
		local playerCharacter = currentPlayer.Character
		if playerCharacter then
			local playerHumanoidRoot = findFirstChild(playerCharacter, "HumanoidRootPart")
			local playerHumanoid = findFirstChild(playerCharacter, "Humanoid")
			if playerHumanoid and playerHumanoidRoot then
				table.insert(playersAlive, {
					player = currentPlayer,
					playerHumanoid = playerHumanoid,
					playerHumanoidRoot = playerHumanoidRoot
				})
			end
		end
	end
	return playersAlive
end

function minigameModule:isLegalGame()
	if #self:getAlivePlayers() >= settingsModule.minimumPlayers then
		return true
	end
end

function minigameModule:queryGameStart()
	if self.gameRunning then
		return
	elseif self.isPotentialGame() then
		self.gameRunning = true
		remoteEvent:FireAllClients("CeaseGUIs")
		self:runIntermission()
		
		if self:isLegalGame() then
			if settingsModule.roundDuration > 0 then
				
				local currentMap = self:chooseMap()
				local mapWeapons = findFirstChild(currentMap, "Weapons")
				
				local playersAlive = self:getAlivePlayers()
				self.playersAlive = playersAlive
				
				for index = 1, #playersAlive do
					local currentPlayer = playersAlive[index]
					local backpack = findFirstChild(currentPlayer.player, "Backpack")
					
					if backpack and mapWeapons then
						for index, weapon in next, mapWeapons:GetChildren() do
							weapon:Clone().Parent = backpack
						end
					end
					
					local connection
					connection = currentPlayer.playerHumanoid.Died:connect(function()
						connection:disconnect()
						table.remove(playersAlive, index)
						if #playersAlive < 2 then
							local winner = playersAlive[1]
							if winner then
								self:endGame(winner.player.Name .. " has won!", winner.player)
							else
								self:endGame("No one has won!")
							end
						end
					end)
				end
				
				if mapWeapons then
					mapWeapons:Destroy()
				end
				
				self:spawnPlayers()		
				
				remoteEvent:FireAllClients("Message", currentMap.Name .. " was chosen!", 5)
				
				for currentTime = settingsModule.roundDuration, 0, -1 do
					if not self.gameRunning then
						return
					end
					remoteEvent:FireAllClients("Timer", currentTime)
					wait(1)
				end
				self:endGame("The timer ran out! No one has won!")
			end
			
		else
			self:endGame("Not enough players alive to begin the round!")
		end
	else
		local remainingPlayers = settingsModule.minimumPlayers - playersService.NumPlayers
		remoteEvent:FireAllClients("Message", "Waiting for " .. remainingPlayers .. " player" .. (remainingPlayers > 1 and "s" or "") .. " to join.")
	end
end

function minigameModule:endGame(outputMessage, winner)
	if self.gameRunning then
		
		self.gameRunning = false
		self.currentMap:Destroy()
		self.currentMap = nil
		
		if winner and onWin then
			onWin(winner)
		end
		
		for index, player in next, playersService:GetPlayers() do
			player:LoadCharacter()
		end
		
		wait(1)
		
		remoteEvent:FireAllClients("Message", outputMessage, 5)
		
		wait(5)
		
		self:queryGameStart()
	end
end

function minigameModule:removePlayer(player)
	if self.gameRunning then
		for index = 1, #self.playersAlive do
			if self.playersAlive[index].player == player then
				table.remove(self.playersAlive, index)
				if #self.playersAlive <= 1 then
					self:endGame("Not enough players to continue the game.")
				end
				break
			end
		end	
	end
end

playersService.PlayerAdded:connect(function()
	minigameModule:queryGameStart()
end)

playersService.PlayerRemoving:connect(function(player)
	minigameModule:removePlayer(player)
end)