
MOHAA Custom Maps & Levels (Medal of Honor Allied Assault)
Experience new battlefields and scenarios with these expertly crafted custom maps for Medal of Honor: Allied Assault.
2528 Maps Found





Phys
A test map to test out a bouncing object that you are able to bounce away by either shooting at it or using the USE key on it. Very nicely made. .MAP file is included within the PK3! Included readme: Mohaa Physics demo map by Jeroen "jv_map" Vrijkorte jv_map@planetmedalofhonor.com http://www.planetmedal.com/freebrief/ Installation ------------ Place pk3 in /main. Start map dm/phys. Theres also music but you need to extract the .mp3 for that (put it in main/sound/phys/friction.mp3). Uninstallation -------------- Just remove the pk3 :) Features -------- Can kick the bouncy box with USE or push over with fire. Usage ----- Feel free to use it for anything really. If you want to use this (or parts of it) for your maps/mods please mention my name in the readme. You shall not use this to control nuclear reactors. Have fun! jv_map


Obj St Floretes 3
.MAP File is included in the pk3! Review by: Mj Saint Floretes 3 From the creator of Saint Floretes 2 comes the originally named sequel. This large SH map is home to many crazy scripting creations - although maybe it was based a little too much around them... want to know more? Read on! Presentation / Technical As always, I shall start with the textures. Some nice texture use for facades, and some of the great posters (and new ones) like the ones found in Saint Floretes 2. Also, shop windows were filled with produce - which was a nice touch, if a little 2D looking. The crates of oranges were cool too. Some mistakes in the texturing though, including horizontally aligned textures on vertical posts and vice versa, which was a pity to see. The water in the swimming pool kept flashing at me (as that water texture tends to do), and in retrospect I believe it was the wrong water texture for the job. The street texture was a little too bright, and clashed with the buildings and the pavement - and for something that runs through the entire map, this is a big thing. Square. It was very, very, very square... Right angles dominated the map - even the river ran dead straight. The streets were rectangular around rectangular blocks of buildings - although this can look OK, with this map with its wide streets, it ends up looking very false and unreal. The church was the only building I really liked, as this was more natural looking, with parts jutting out and such. The roofs were done reasonably well, although the bright blue of some made me run for cover... One building has a great lift - but also with the lift comes the feeling that the building was made exclusively for the lift, as the top floor has no real relation to the rest of the map, and the second floors impact is also very limited. The bridge - Pegasus Bridge of CoD, I believe, was very cool; When the button was pressed, the whole thing rose up - very impressive. One slightly random addition to the scripting side of things was a springboard for the aforementioned swimming pool, which felt a little out of place, and I felt it had a bit of a derogatory effect - another thing put in that has no relation at all to the maps playing. Some good attempts at patch mesh tracks, even if it looked a little flat. Height variation in the level was good, which was nice to see. I cant really say much on the subject of lighting, except to mention an OK but a little misguided attempt at making a projector and its beam of light - although the beam made it a bit silly as the FX used was too thick, and when one went inside the projector beam one was surrounded by the beam. A good try though - for next time; use a less visually obstructive texture. Lots of fog helped keep the FPS at a good level, but it didnt really fit in so well with this urban setting. As for audio, apart from the ambientsound and the crazy driving truck at the beginning, the map was very quiet. No water sounds, no positional ambiences, not even a sound for the bridge. A bit dissapointing, really. As was Saint Floretes 2, this one was rather generically based, not having any particular achitectural style used, or anything to give the location away. My roommate said even Is this more of that map you were looking at earlier? I think I prefered the other bit. And I must say; I agree. Playability / Game Flaws Definateley not as well thought out as Saint Floretes 2, as there is really only one route to the Flak 88 the Allies must destroy (originality...), and that is across the bridge which can be lifted up. Way too easy to defend. Im not sure how this would play, but there doesnt seem to be too much cover littered around, or many good hiding spots, so I dont think it would play too well. But - as I cannot test this theory, I shall have to assume. And as assumption is the mother of all f*ck ups, dont take my word too heavily on that! Also a bit of a scripting error - the allies must destory the Flak 88, and all the write parts on the score board seeem to be falling out of it, which is a little odd, and lets the scripting side down heavily. Conclusion A big, flat map. Build a little too heavily around the idea of just accomodating those scripted bits and pieces. Not too well thought out either, I believe. With a bit of work, it could become a reasonable map, but for now? Id just stick with Saint Floretes 2. Should I download? Maybe...



Obj Caenfinal
There are some texture bugs in this map ! It might work better on Breakthrough but was unable to test that. The .MAP file is included within the pk3!

Dorf
The .MAP file is uploaded in the server-side mod file section. So feel free to use/edit it (with credits to Herr_Kruger !).

Northpole
The .MAP file has been added as an extra file on this map page!

Northpole Aa
The .MAP file is included within the pk3 file! EDIT: FIXED VERSION NOV WITH MISSING TEXTURES. Added the missing tractor script, fixed the snow and also added Vipers holds for team play. cubus textures included(uploaded wrong version first time). Also fixed one of the songs for those who have the music file. Scripting by Herr Klug for the flying Sleighs using Elgans plane mod. additional models by Cubus! This is a small christmas map which includes the flying sleigh mod Klug did for us 2 years ago. Need to download the sleigh mod for the sleighs to work. I was trying to get it finished for Christmas, sorry im late. The map is untested as of now. Let me know of any issues There also is a music folder with xmas songs to go along with the map, if you wish you can download also. Thanks and Merry Christmas rip www.therogsquad.com thanks to Klug Elgan Cubus Kruger viper and the MOH community



Mp Ai Beta
The first version of the Bot Test map by jv_map. The .MAP file is included within the pk3 file!



Medal of Honor: Allied Assault Maps (MOHAA) — Custom Arenas & Classic Battlegrounds
Explore the world's most extensive archive of MOHAA custom maps, multiplayer battlegrounds, and singleplayer missions. Powered by the id Tech 3 engine (Quake III Arena) and created with Radiant, Medal of Honor: Allied Assault introduced some of the most memorable level design in tactical WWII shooters. MOH-DB hosts and preserves over 2,500 community-crafted maps spanning every competitive and cooperative game mode.
MOHAA Game Modes & Map Prefixes Explained
Objective Mode (OBJ)
The pinnacle of competitive MOHAA. Allies attempt to plant explosives, steal secret radar documents, or sabotage infrastructure while the Axis defends. Famous stock examples include V2 Rocket Facility (obj_team2), Omaha Beach (obj_team1), and The Hunt (obj_team4).
Deathmatch & TDM
Fast-paced arena combat with instant respawns and tactical weapon placements. Iconic maps like Stalingrad (mohdm6), Southern France (mohdm1), and Remagen (mohdm7) offer multi-level verticality, sniper towers, and close-quarters infantry corridors.
Freeze Tag (FT)
One of the most beloved multiplayer mod modes in MOHAA history. When a soldier is eliminated, they turn into a frozen ice block. Teammates must stand nearby to thaw and revive them. The round is won when an entire opposing team is frozen simultaneously.
Round-Based Elimination
Pure clan warfare without respawns or bomb objectives. Each player has only one life per round, making tactical corner-peeking, smoke grenades, callouts, and sound discipline vital. Widely played in European leagues like ClanBase, CAL, and ESL.
Stock Maps vs Custom MOHAA Maps
★ The 11 Legendary Stock Maps
When 2015, Inc. shipped Medal of Honor: Allied Assault in January 2002, the game included 11 multiplayer maps that permanently shaped tactical FPS design:
- Southern France
mohdm1 - Destroyed Village
mohdm2 - Remagen
mohdm3 - Crossroads
mohdm4 - Snowy Park
mohdm5 - Stalingrad
mohdm6 - Algiers
mohdm7 - Omaha Beach
obj_team1 - V2 Rocket Facility
obj_team2 - The Bridge
obj_team3 - The Hunt
obj_team4
⚡ 2,500+ Community Custom Maps
Community mappers extended the life of Medal of Honor for decades using MOHRadiant, GTKRadiant, and custom Moorish, European, and Pacific texture packs. Community creations include:
Console Commands & Map Installation
📥 How to Install Map .pk3 Files
- Download the custom map file from MOH-DB (usually packaged as
mapname.pk3). - Move the
.pk3file into your main game directory:C:\Program Files (x86)\EA GAMES\MOHAA\main\ - For Spearhead expansion maps, place files into
/mainta/; for Breakthrough, place them into/maintt/. - Launch Medal of Honor. Custom maps will automatically appear in your local Create Server list!
⌨️ Loading Maps via In-Game Console
Press the tilde key (~) to drop down the developer console, then run:
Frequently Asked Questions about MOHAA Custom Maps
To install custom MOHAA maps, download the .pk3 file and copy it into your game's /main/ directory (or /mainta/ for Spearhead, /maintt/ for Breakthrough). The map will immediately show up in your offline and multiplayer Create Server map rotation list.