
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

Acehardware
A nice close combat type map, made to resemble an Ace Hardware store.



briefing_peenemunde
This is a singleplayer spearhead campaign. The following maps are available: briefing_peenemunde history test_bbintro test_peenemunde test_peenemunde_b test_peenemunde_c_airport test_peenemunde_c_bridge test_peenemunde_c_station test_timeline test_weapon_selection






SX Geburtstag
This is a modded version from Caskami's Saturday Night Fever.

Obj Vsuk Angryfields
This map has been made for Spearhead. It will load in AA but it will have some texture bugs.



Bazaar
Review by: General Death Bazaar Bazaar consists of small town with interconnecting buildings and rooftop access. This is a CTF (Capture The Flag) map consisting of a flag for each team in their control room. The object is to control both flags for a split second, which will trigger a win for your team. With several routes available to get from your flag to the opposite teams flag, combined with it being a small compact map, action will not be hard to find. Presentation / Technical Before we start I have to say that with the exception of a few minor areas, quality not quantity was the focus of this map. Textures really seemed to be planned out well. There was not a lack of variety used and I could not find any Z-fighting going on in the map. Hats off for someone checking there brushwork overlaps before texturing. I only noticed a few areas where the texture was misaligned. From what I can remember it was on handrails and a wood flooring texture was used. Lighting was very nicely done. Lots of forethought was used in placement, amount, and color to give it a very "real" feel to the map. The sun direction was also perfect. As you are on some of the roofs, the dusk effect due to the suns angle really creates some great shadows. Only areas that could use some work in the lighting department would be that some areas of the map were too dark. I know that these areas provide some good cover but in combination with the placement of some crates you can hit an "invisible" object, which hinders flow. The other lighting issues were that some lighting leaked though walls. Was this limitation of the Mohr or a lack in some sort of a mapping step I am not sure. I say that since I have seen it on a lot of maps with this type of dusk setting. Brushwork was nice detailed. Again this map represents what can happen when you spend some detailed time on a map. With angled walls, exposed woodwork, and overhanging balconies this map has a lot of real world features. Those are only a few to mention. As mentioned in the texturing above no Z-fighting areas which, translates to good solid brushwork practices. It was nice not to see any overlapping brushes. Creativity and Theme also get good marks. The layout of the map was not the average small town layout. With the overhanging balconies and the exposed woodwork along with many well placed static models and a good variety of them it makes it very hard to compare this map with others. Nothing in the theme sticks out and makes you say, "Should that be in this map?” Playability / Game Flaws This map screams action. Once you load this map up and start moving around in it you will notice the multiple paths in which you can move through it. You also get a sense of its size, which is compact. With it being compact it’s able to keep the action sustained for much longer and you will find yourself moving the mouse around like crazy checking every angle. This type of action sustained receives great fun marks from me. FPS did not seem to drop below 70 and seemed to average 100. Even with the detail the size of the map contributes once again to make it very playable. The only real issue with the map that gives it so many good points also can contribute with its flaw...its size. I would definitely not recommend more than three players per team. I noticed that with two players per team the play is balanced. With three players spawn point control/killing will start to become an issue. Since the flags are real close to the spawn points, to some it’s hard to tell if you are spawn killing or protecting/attacking the flag. I would not recommend placing the flags so close to the spawn points. The time it takes also to win seems too fast. It would have been nice to see some kind of a timer as you control both flags. As is now once you control both even if only for a split second you win. A last issue was that the axis flag seemed to be very easy to guard where the allied flag was much harder. Not a big issues but simply something to mention. Conclusion This is a great action packed map. Download this map for hours of fun. It’s also a great map as far as detail is concerned. This is how it should be done. Hats off to the authors for focusing on quality not quantity.

Obj Regensburg 2
Review by: Mj Regensburg 2 In this Obj map, the Allies must storm the facility and protect their tank, while a storm rages on around them. Can the Axis weather the storm and 'Blow up to hell' the Allied tank? While we have all seen research facilities for Medal of Honor before, I don't think I have seen one this atmospheric yet... Presentation / Technical The texturing was on the whole well done and fitting, with some nice custom textures (lights especially) to spice up environment. Some textures were slightly repetetively used, but I think in order to keep to the theme this was inescapable. Some cool personalisation touches, (I endorse some personalisation in maps) as seen also in the other maps released by the same authors. Great use of mesh textures, although, on a side note, some arches deep in the facility looked a little lifeless with a near blank texture. The architecture fitted very well, great details like pipes and wires thrown in at very little damage to the FPS. A well thought-out and designed layout is evident when running around the map. One slight drawback to this though, is the barrels. They are bright red, stubby, and badly textured. I had to go around blowing them all up to make the place feel better. On a positive note again, fence textures were used very well, as well as some very cool railings on the second floor overlooking the tank. Some nice varying architecture deeper in the facility, with some cool, but slightly flat textureless looking arches, and some good meshwork. I just love the detail in this map, you rarely see a plain wall anywhere. The lighting was adequate, with some nice effects deep in the facility. A nice gloomy atmosphere on the outside, and the occasional flashing effect for lightning gave a great stormy effect. Not too bright, and not too dark, the lighting was overall well done. The sounds put into this map were fabulous, the rain effects especially. Rain beat a different tune onto corrugate iron, machines hummed, and a toilet randomly flushed when activated. The ambientsound wasn't really needed, as the rain would cover up all the ouside sounds, though the inside was given good sounds. As I have said, we have all seen maps like this before, so I cannot really give a massive mark for creativity. The rain was a great touch, however, so I think that shall boost the score back up. The maps theme was stuck to throughout, while still varying enough to provide interest for the players. A map well mapped, I believe. Playability / Game Flaws I like the fact that both the Allies and Axis have an objective, although I would have thought these objectives would have suited a wave objective style better. The routes seem well thought out, with enough to keep the play interesting, but not enough so that you never find anyone. I though the Allied spawnpoints were a little strangely spaced, with some starting quite far in the facility and quite far from the tank. But, that is only a minor detail in this well thought out map. But, nothing special in the play except the two objectives; think it would play just like an ordinary facility map. Conclusion It's raining, it's pouring, the Allies are storming. The rain in this map is carried off exceedingly well, and although it drops the FPS, I think it definatley helps the general ambience of the map. Although in itself this is nothing new and unseen, a facility map, the way it has been created sets it apart from the rest. Well worth a download, both to look at, and to play!

The Opera House
Review by: Mj The Opera House Wow. This map outshines even The Canal, one of the best MoH maps currently around. And unsurprisingly, it is by the same author, Draska; AKA Flying sheep. I'll go into detail about each of the sections this map is marked on. Presentation / Technical So many new textures, and used so well, that I have no choice to give top marks. Although some are a little blurry, this can be excused because of the sheer filesize that would amount if they were all high quality .bmp or .tga's. The use of facades takes away none of the three dimensional-ness that we have now-a-days come to expect from top maps, and infact the detail of the textures helps keep the FPS high. The clouds scrolling overhead were a great touch. Lighting was used exceedingly well, creating wonderful indoor and outdoor ambience, without creating too many dark spots or having to use too much ambientlight. The suncolor used created a nice tint of blue for moonlight - a nice touch. Again, I cannot help but give a top score for the lighting. The brushwork was beautifully simplistic. The author used the textures to make every brush count. The architecture was pure class, The Opera House itself, the cathedral, the bridges, all built simplistically, and beautifully. The lack of detail brushes, made up for by the textures helped create a FPS that belies a map this grand. Even the destruction is wonderful, I had to spend quite an amount of time staring at the loadingscreen to find out if the screenshots were actually photos; which shows how natural this map looks. Going off-topic slightly, the loadingscreen was great too, and those screenshots were fantastic. Top marks? Yup. The only thing I thought a little lacking was the sound. Although ambientsound was present and correct, as well as sounds for the blowing-up of stuff, I thought some speakers, such as in the canal for water, would have been nice. So, only partial marks for this, while nothing was wrong, a little more would have been very right. The theme was generic, in that it could really have been anywhere. Everything fitted into place, and I found nothing really that didn't fit - apart from some of the metal door textures. The map was creative in that it is original in its design, if not in its overall theme. Not full marks, but definateley not low marks. Playability / Game Flaws Unfortunatley I managed to find no servers running this map, which was a real pity. But, then again, I can see why. This map would play so well, and one can see all the consideration gone into layout and design - if you had about 32 people. The map is huge! Its grandness lets it down a little in this respect, which is a real pity. You can see some of the thought gone into gameplay, however, by seeing all the things you can do to affect the way the game flows; destroying the bridge, opening the water gate, destroying those barrels; each creates a different situation that the other team has to overcome. It's gotta have good marks; the map isn't at fault, the players are, there just isn't enough willing to play great custom maps like this. Conclusion It is a work of art. "Should I download it?" YES! If not to play, one can be occupied for ages just taking in the sights. And blowing up things, of course. A truly wonderful map, made by a maker of truly wonderful maps. Thanks Draska!

Renan
A small objective map where the bridge has to be exploded by the axis, while the allies have to defend it. A map which is regularly used in leagues & ladders. Review by: Surgeon St Renan Its a small objective map set in a village. The village is split in two by a railwayline running through a valley. The valley is spanned by a bridge, and it is this bridge that the allies have to defend. The Axis of course, have to destroy it. This is done by planting a bomb on a support, which is reachable via a walkway underneath. Presentation / Technical The texturing was well done but I did feel that some of the textures were scaled wrong ( grass banks / some of the houses ), and there were a couple of areas of Z-fighting, most notibly one of the pictures on a wall in a house. These are minor flaws though and don't really detract from the map. The map's lighting was average, with some areas being well lit and seemingly thought out but other areas looked overlit or blocky. Again small things that don't detract from the overall feel. There's nothing that reall blew me away design wise. The under the bridge walkway is a nice touch but can get a little frustrating. most of the houses seem a little bland, but that may just be a personal thing of mine. Audio wise everything is great. Theres a sound for everything you do and or try. Doors rattle if they are locked or squeak open if they aren't. The ambient battle sounds and crikets just add to the overall map.Performance wise things were great. I never noticed my FPS falling under 60. Playability / Game Flaws So,whats this map like to play. Its fun. Pure and simply. I must admit that when i saw a few screenshots I had my doubts, but I had a really good time playing it. This was only marred slightly by the open feel to the map and snipers can dominate the map if your not too careful. I felt the allies had a slight advantage in the game I played but I can't be sure whether it was the players or the mappers fault. Conclusion I liked this map, which speaks volumes for it as I'm quite fussy when it comes to MoHAA. It was a lot of fun to play and its definitely is one of the best out there right now. Though not a large map it still has enough room and routes to keep any game enjoyable. Definately worth a download.

Crete
Review by: Surgeon Crete As the name suggests, the map is set in a small village on the island of Crete. The allies have to blow up a Flak88, whilst the Germans have to defend it. Presentation / Technical The first thing I noticed about Crete was the way Youri has used LOD terrain to good effect. Its not the most effective use of the terrain system I've ever seen but it is a good attempt. Unfotunately the terrain interfers with your progression at some points of the map with a rogue piece sticking out of the ground or stairs here and there. Nevertheless the terrain definately works well with this map. On the other hand I was quite dissapointed with the texturing in the map. Whilst more than a few textures were used, enough to create an impression of the theme that Youri was going for, they were used in a bland way. Z-Fighting occured in more than several places all over the map. As a mapper its an error that I really hate to see, because its one of the easier mistakes to correct. There were also a few houses that appeared to "float" above the ground. I'm not sure whether this was because they wern't connected to the LoD terrain properly or the brushes connecting them to the ground hadn't been textured. Either way its another niggling error. As for the lighting...well most of the indoor rooms were poorly lit, normally with only 1 small lightsource. Most lights did have a model with them, but several, including those in the garage just seemed to have light coming from nowhere. The "outside" portions of the map are lit by a pleasant sunlight, but the areas in shadow are pitch black and could have benefited with the use of ambient light to raise them to grey areas. The audio side of things was done with good attention to detail, and several relevant ambient sounds added to the atmosphere. The FPS / MTexel performance was, for the most part, good, and only falters when you can see most of the map. The architecture was on the whole fairly substandard, but the attempts at a Greek temple and the building with the dome were good efforts at trying to raise the standard. Playability / Game Flaws This is a fairly small map, which normally leads to some frantic action, and this map is no exception. Unfotunately the maps size is also its weakness, in that, the axis's spawn points can be sniped from the building the allies start in. This can be very frustrating if your an axis player. There is also little cover around the objective so it can be very hard to defend. A point of note is that the objective is a Flak88, with only half of it put together, so it looks a little wierd and spoils it slightly. It unfortunate that the objective is but a few turns away from where the allies start. It leads to simple rushes down one or two of the streets and means that some of the map doesn't normally gets used. Maybe blocking a route or two would have led to more sustained action, and forced players to think about their routes to get to their target. Conclusion This map, despite its variety of flaws, actually shows some promise. It can be fun for a while but soon the repetative rushes and/or sniping spawn points can get very tiring, very quickly. If Youri keeps mapping and learning whilst he goes, he may be capable of producing some really great maps in the future. However this map is one to leave by the wayside.

Aarschotobj
Review by: mohaa_rox Aarschot Dam This medium-sized objective map is situated in a village called Aarschot. The Allies have to destroy the dam, while the Axis have to protect it at all costs. It supports 32 players for a time of fun and has 2 elevators. Presentation / Technical This map is one of it's kind. The brushes are very detailed and the author manages to create brushes with suitable textures. Even the eye-candies are well done, with a U-Boat and fog surrounding the area, and a distance house fenced up. I love this map, it's so detailed, especially the interior. Looks like the favourte objective map V2. There are vents in which you can camp in, and to towers where you can snipe. Inside, the Allies are supposed to destroy the Dam Engine, which will be a very fun time defending the engine. However, the FPS is very poor and I got about 2-4, don't know whethere it's wrong with my computer. Some large brushes use the same texture, so it looks a bit weird. The little village next to the dam is very well done. The houses look like the DM map "Crossroads" and Zubidoo's previous "Vervins" map. Too bad I couldn't access the houses, or it will be fun to snipe. Playability / Game Flaws "So, should I download it?" The answer, "yes", it's a must! However, due to the poor FPS I suffered, the game wasn't so fun, lagging all the time while trying to run around inside the dam. Besides that, the architecture is well done, the lighting is superb, and the details are high. Conclusion I love this objective map, one of it's kind. The textures and architecture are well in place, and everything looks so cool that you really feel that you're inside. Download this map at all costs (provided if you don't mind low FPS or have a powerful computer)!

Mission Afrika
Review by: Martijn_NL Mission Afrika The map has been made in the North African style. There are a lot of houses, squares and even an underground tunnel. It is a deathmatch / team deadmatch map. There are a lot of spawn points. Presentation / Technical The architecture is wonderful, it makes you feel that you are in North Africa :) . I can tell you that it was hard to find bugs (architecture faults) but I found them. The bugs are minor bugs, so it doesn’t affect the gameplay. The fps is extremely good; you can compare the fps with stock maps. Making a good fps is hard, I know that from my own mapping experience. There are two little things that the mapper forgot. He forgot to add a .min file, so the first time you load the map you don’t see a status bar. He also forgot the add a precache script file. These are the important things the mapper needs to add. These are minor things, but every stock map has it and almost every map has it too (unless the mapper forgot the add these things :P ) Playability / Game Flaws The gameplay is also above average. You can compare the map with Algiers, only this map has a greater variety. Another good thing is that you almost don’t have dead ends, you can always go for example to another room or go outside to the market and squared or go to the underground tunnel. The game flow is in that point great. It is also easy to go to another area in the map. I can say the map is well designed for a good fight. But there is one downside for the gameplay: the map is pretty big, so you need a lot of players to have a good fight. Conclusion If you like the map Algiers and you don't have this map yet, just download it.
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.