
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


Fox
The .MAP file is included within the pk3 file! A map made to resemble a LAN-Party, it needs finishing though, as some pcs are floating in the air.






Dm Storm Test
This map has been made for the player/modeler STORM=NL= to add models in a plain grass field. The .MAP file is included in the pk3.

Dm Storm Snow
This map has been made for the player/modeler STORM=NL= to add models in a snow field. The .MAP file is included in the pk3.

Rome
This map is unfinished (it contains hardly anything yet). The .MAP file is included in the pk3!


Destroyed Village Extreme
The .MAP file is included within the pk3 file!

Clusterphobic
Best Maze Ive seen so far. Its a really tricky maze, even when you can see the solution. Once you begin the maze you will lose all your weapons, if you finish first you become a sniper, positioned in the middle of the maze in the air, and you can try to kill everyone who wants to finish as well. Good and fun map with several people ! The .MAP file is included within the pk3 file!

Catapult
The .MAP file is included within the pk3 file! Map made to test out catapults. They do bug a lot however.

cannonconquest
A single player mission where you have a team and need to complete several missions. Unfortunately the last mission has not been added to the map and thus the map is uncompleted. Some nice scripting work though! .MAP File is also included in the pk3!

Cambodia Raid
The .MAP file is included within the pk3 file! Review by: jv_map Cambodia Raid Cambodia Raid is a very original objective map set in a thick jungle environment. Axis forces are to infiltrate the massive Allied base and blow up the invaluable supply of wooden crates at all costs. Time setting is definately post-ww2, as the scene features several cola machines to keep even the sleepiest sniper awake. It should be clear this is not just some juicy forest to enter unarmed. Presentation / Technical Having sustained the slightly silly introductional paragraph time has come to take a more serious look at what this map has to offer. First of all the architecture quite literally catches the eye as I can safely state its formidable without overdoing it. Especially the mesh trees look awesome and the height differences add to the natural feel. Unless my memory needs upgrading the attention to detail is unprecedented. A slight downfall is that some of the interiors look a bit rushed, with little detail and unnaturally thick walls. However a glance through any of the windows makes up for this by leaps and bounds. Next up is texturing. The variety of (custom) textures used and the attention paid to proper texture alignment leaves even the most sarcastic reviewer no choice but to assign a very high score in this area. Just for completeness I will mention two minor instances of z-fighting, but when considering the map as a whole these errors are entirely irrelevant and forgivable. The lighting of this map deserves special attention as the author has decided to use a very low lightmap density setting, which results in a far higher quality lighting than the default setting. The compile must have taken ages but saying it was well worth the wait would be an understatement. In fact, the end result almost forced me to write the word breathe in my diary. In short: the lighting is superb and adds very much to the overall atmosphere. I couldnt find any lighting flaws so max score here as well. Next topic of discussion are the sounds. Unlike in many other maps it is immediately obvious the author has taken sounds seriously here, and it pays off. Players are constantly notified of the presence of exotic birds, at times outchirped by the numerous crickets. A small con is that the ambient sounds is a bit monotonuous, but overall sounds are used effectively and help tremendously in forming the jungle feel. Now before I head on to the other scoring areas, Id like a second to emphasize that this is the first mohaa map Ive come across that scores so well in all of the four artistic areas: architecture, texturing, lighting and sound. The way these four departments have been forged into an amazing whole earns my genuine admiration. An intermediate very well done seems appropriate here! Compared to stock mohaa maps the performance of this map would have to be rated very poor, with triangle rates peaking well over 50000. However, as time moved on steadily and hardware improved, these triangle rates have become acceptable and I expect the map runs great on any medium to high performance system. Consider how well the triangles are spent making this map look as amazing as it is and itll be no surprise I decided to give decent marks here as well. Scripting then is the last technical area to be judged. The scripts last line Short n sweet says it all. Except for one thing: the level waittill roundstart line is commented-out, which allows Axis players to plant the bomb before Allies have joined. Not a major problem, but worth a mention. Playability / Game Flaws Fortunately Ive had a chance to playtest this impressive map with a total of four bloodthirsty players. Here are my experiences from our jungle fight. First of all I noticed some areas of the map are quite hard to move around when concentrating on the enemy. Small obstacles are everywhere, and I know one spot where you can get completely stuck (and have to kill yourself). However, after all, a jungle isnt a highway and having to watch your step isnt an unreasonable requirement. Now to some more relevant gameplay problems. First of all Id like to note the map is rather small, consisting mostly of one open area filled with buildings, containers and other obstacles. A major drawback is the Axis have only 2 possible paths they have to use to get closer to the Allied base, and both paths can be overseen directly from the Allied base. Added to this using one of the paths involves climbing a short ladder, which is always a hazardous venture. I found the match usually ended in a quick firefight at either of the entrances, with a distinct advantage for the Allies because of their elevated position and superior opportunities for concealment and surprise. Additionally, grenade spams can be a very effective means of artillery but I cant really blame the map for that. On the whole, the map is definately fun to play and can evolve to a theatre of some good firefights. However, if the Allies are determined to defend their base at all costs, they can lock down the area quite easily with just one or two talented snipers near the protective cover of their own base. The map could definately have used a couple of additional routes for the Axis to sneak in on the base, and make gameplay more balanced and varying. It should be interesting to see how this map plays with some of the modern conversions, most obviously MoH:Vietnam but I think it would fit equally well in conversions like Modern Warfare or even City Nights. Conclusion Clearly, Cambodia Raid is an outstanding work of art. Combatants find themselves emerged in a very convincing jungle environment. However I tend to believe not as much effort when into the tactical planning of the map, leading to an unbalanced and constrained layout, and an uninspiring objective. Nevertheless you will have fun playing this map just by looking at it, and there are ample cover opportunities to practice close combat. Without doubt this map deserves a download or two, just to be sure...


Bundeslade1942
A very interesting map of an underwater cave. Made for a map contest back in the days. The .MAP file is included in the pk3!

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.