Maps Hero

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

Duenkirchen
MOHAA
Unknown
L
Lowmax17/10/2012

Duenkirchen

Review by: Martijn_NL Duenkirchen The map is a destroyed village. The village has a nice bridge that leads to a bunker. The Allies start in the destroyed village and Germans around the bunker. Presentation / Technical A lot of damaged houses and they look good from a distance, but when you are standing next to it, you can see it misses a lot of details. The mapper also made some texture mistakes. Example: Some roofs have a wall texture, sometimes the textures of the terrain is not fit. Another bad thing about this map is that you can see the end of the level from the bridge. That makes it unrealistic. The sounds of the doors are wrong. A metal doors sounds like a wooden door and a metal sounds like a wooden door (too bad). The terrains on most places looks good, but on some places the terrain is too height. Also on some places the doors are too small, you just can walk trough. But the bridge looks really good. Playability / Game Flaws Duenkirchen is a good map to play there are a lot of good places to camp. Almost every house is accessible. From my point of view the map is suitable for 8 – 20 players. The FPS in this map is good, the average fps was 60 – 70. The sewer is excellent for the game play. Conclusion The map is worth downloading. It also has variety for game play. The level design is not so good. This is because there some mapping errors in the map and the mapper forgot the details. I didn’t had a chance to play this map online this is because no server had this map. If you want a good fight and you like bridges and destroyed buildings, just download the map :)

Mp Tractorworks Dm
MOHAA
Unknown
S
Slyk29/10/2012

Mp Tractorworks Dm

This map has been made for Spearhead. It will work in AA but it will have some small texture bugs. Review by: mohaa_rox Tractor Works The German 6th Army has approached the outskirts of Stalingrad. One of the most grueling battles in the early days of the siege revolved around several factories in the northern sector of the city. The Tractor Works was the site one of the earliest and most determined struggles that marked the entire battle. The Germans are charged with taking the main administration building, near their front line, and neutralizing Russian/Allied spawns in that are. Russian/Allied troops must fight to maintain possession of as much of the complex as possible and win based on 'time'. Presentation / Technical When I first beta tested this map, I told myself, "Boy! Isn't this so detailed!" The whole map seems so detailed that it looked like a battle had just taken place. The author manages to create an atmosphere that makes you feel spooked by the places where the enemy can be. Basically, the main attraction of this map is the whole factory. It is detailed with ruins of rusty machinery that were probably destroyed during raids. You can hide in the vents and snipe people that come running in the factory. However, some of the rooms are a bit plain. Outside, there seems to be a different world. Trains are destroyed with debris everywhere. There are panzers that are probably abandoned when the Germans and Allies put up a fierce defence. You may also be surprised to find an overturned train. Outside, the lighting showed off that this atmosphere is supposed to be somewhat in the dawn, after the battle. However, there's a lensflare effect that shouldn't there if it's supposed to be in the morning or evening. It also proved a disadvantage to the fog surrounding it. On the otherhand, some light was shown shinning through the windows, which made great detail of dawn. I remembered one collasped part of the factory that made light shine through. Wow! How nice it is! The textures aren't very fantastic. The author uses most of the same textures, and you may find it boring. The debris are normally made up of the same textures, which showed that only one or two main building was destroyed. As the author designed it in Spearhead, some of the textures were good for machinery, which made it look detailed. Finally, the details. I think that most of the detail is there, but it could be better. The author should use vertex manupilations to make the debris more real-looking. There's also one part of the building that was probably damaged by air raids that made the whole dark room light up because of light shinning in through the destroyed walls. Playability / Game Flaws It was sad that I couldn't find a server playing this map. But I know that it will be a fun map to play with especially if you love sniping. As I mentioned, the vents and the dark areas, make it fun to camp in. It can prove to be a very cooperative team match which invovles your whole team, be it Axis or Allies, to storm the front, cover each other, and eliminate oppossing forces. However, there are some flaws, such as no coronas for lamps, and I saw a lamp hanging mid-air! Also there are some metal doors in the vents that make wooden door sound, and a pole that stretches from one end to the other that is so thin that if you were to walk across (that's what I did), people may think you're some cheater that uses "no clip" or tight-rope walker. Conclusion Download this map if you want to have hours of fun sniping and cooperating with one another. I really enjoy the details of the map, although some areas are not so well textured. Also the framerate may frustrate you if you're using a computer with a lousy video card. Bear in mind that this is a Spearhead map.

Vervins
MOHAA
Unknown
Z
Zubidoo07/10/2012

Vervins

Review by: jv_map Vervins Vervins is a map that consists of a small village with a very small military compound. Unlike most villages in the original game, all buildings in Vervins are still intact. The atmosphere is very nice, you're fighting in fogged streets with lightning flashes in the background. Only the rain is missing. The military base looks a bit out of place in this pictoresque town. Presentation / Technical The map in general looks pretty with some very nice buildings. Texturing is mostly well done, only a couple of instances of Z-fighting. You probably won't notice it when you have a 32 bit graphics card. All textures fit the theme well and are properly scaled, but the author seems to have used the same set of textures just a bit too much. The overall map is rather dark, which means it's hard to spot an enemy. A bit more ambient light would have increased realism, as a town in full daylight wouldn't look quite as dark as Vervins. It's hard to find any shadows in the map, but well, it's a foggy map anyway. The switched on lights in the desolated houses add to the spookiness. The framerate in this map is very poor. Overall it plays like 'The Crossroads' when you're in the middle of the bridge. Such a low framerate wasn't quite necessary, given the not so very high level of detail. A better vis design would have boosted the fps, but the author didn't take the effort to do so. Right now only the farplane seems to hide invisible triangles, which might indicate this map has never undergone a complete vis compile. This map often goes below 10 fps on lowest level of detail for me, but well I've got a crappy system. It should run like a dream on a high end machine. Playability / Game Flaws This map is certainly playable, although there is little variation in game play. There's basically just one road through the village, which means combat is intensive on some spots but tends to get a little boring on the deserted areas. Apart from the main road, there are two reachable areas, but there's usually nothing to do there. Another thing is the low level of accessibility for the buildings. I total I found four accessible buildings, which is a very low percentage of the total. This means all players are bound to roam to road until snipered. Conclusion As a whole, I can't say otherwise than this is a pretty decent map and worth to be added to your collection. It's not very original in it's concept nor in it's design, but the architecture along the streets is very well done and gives you that authentic feeling of being in an occupied France village. The detailed treeline behind most walls adds to the realism and sense of depth. The low framerate is the most important flaw and I hope the author will take this into account when he's going to create more maps. All in all this is still one of the best user maps I've seen so far and certainly worth a download.

Bunk
MOHAA
Unknown
[
[DaDs] MachineGun Kelly28/12/2012

Bunk

Review by: General Death The Bunker The Bunker is a three-story bunker with long halls and large rooms filled with tables and beds for the troops. Allies start from the top and work there way to the bottom to meet the Axis and vise versa. Nothing fancy bout this map but it provides great performance and lots of action. Presentation / Technical Texturing was basic but was applied correctly with only a few rotation errors. The rotation errors were on the underneath of the tabletops...the table angle supports. That·s minor since in this action packed map you wont have time to notice it. There was no Z-fighting which makes me very happy to see since this is the second map I have reviewed for the author...he knows how to use the Mohr. Lighting was adequate and fitted the theme. Nothing out of place and the red lighting gave you the feeling of staying on alert. No lighting errors were prevalent either. Brushwork was basic and but did the job. Some areas branched out from everything being "square" which was nice to see. That little bit of time spent in the detail department made a difference. Speaking of detail the one exception to the basicness of this map was the spiral staircase...its a secret staircase to the Allies but not for the Axis. That shows the author is branching into details from what I have seen on his other map releases. No major errors, only one so small its really not worth mentioning but as many may know I·m picky on the details, lol....its in the spiral staircase but you would never see it in gameplay. Creativity and Theme went different paths in the review marks. Creativity got low marks simply since the map was based off a bunker....nothing new there. Theme received above average marks since overall nothing was too out of place. The Allied spawn had wallpaper that I doubt was in bunkers but since that·s a fraction of the map it didn·t weigh too heavy on the score. Playability / Game Flaws Game flaws? Didn't see any so lets get to Playability, which was the strong point of this map. You couldn·t ask for better performance but take into consideration that your pc is only rendering a few rooms at a time....still was very high though. I thought that "flow" and "fun" would be average to slightly above. I·m glad I finally got to play this map as it received a point or two higher in each area. This is one of those "Not exactly eye candy but action packed fun" maps. After all that·s what we really want...fun! Eye candy will only get you so far. Conclusion This is much better than the other map that I have reviewed for the author. Again if this was the second release by the author he is progressing quite well. Don·t download this map if you are not looking for the following in a map: Great performance, action packed fun, and virtually error free mapping. With that said hurry and click on the links below!

Dm Thunder-2
MOHAA
Capture The Flag
R
RUNGSI29/09/2012

Dm Thunder-2

Review by: jv_map Thunder II This map is set in a relativily small town, divided by a minor lake. Most downtown buildings have been destroyed, but the outskirts remain intact. The bombed out buildings provide excellent hiding opportunities for snipers, although this map also allows for close range combat. Presentation / Technical The brush work in this map is well done. I found some Z-fighting, but this isn't really a problem. The destroyed buildings look natural and at most places the proportions are right. The entire map is built on a large piece of LOD terrain, scattered with impact craters. Some patch meshes were used to emphasize certain details. The end result looks good and realistic. I didn't find any texture errors, but I do think the author has used the same set of textures too much. Combined with the very dense dark grey fog, this results in a monocolored map. The use of a couple more different textures would definately have added to the variety. The lighting isn't done too well either. I found a couple of lit spots without a light being nearby. Moreover, I think the lights inside the houses waste the war atmosphere and reduce realism. Finally, the map as a whole is too dark, which makes it hard to see your enemy, although this is easily solved by increasing brightness. The fog is very important to get this map playable, as it's the only barrier between the two ends of the map. The map doesn't appear to be fully vised, that is, none of the buildings block sight. Still, my mtex counter peaked at 15 mega-texels on 1024 * 768 highest detail, which is neat and can be compared to original maps. Playability / Game Flaws The pk3 file contains both a deathmatch and a capture the flag version. I found a server running the CTF version, but - sadly - this server was empty. Therefore, I only play-tested the DM version. Except for the short visibility range, the map is very well playable. Snipers play an important role, but they also risk an attack from behind. Apart from the bridge there are numerous ways to reach the other side, so that gameplay is very varied. A couple of machinegun turrets furthermore add to the ways of playing this map. Conclusion Thunder II is a map with varied gameplay but the looks get boring quickly. If you like maps with lots of fog and sniper hide-outs, you'll probably like this map. Otherwise, you may still like this map, so even then it's worth a download. All in all the map isn't spectacular on it's design nor on it's architecture, but it's a decent area to train your fighting skills. It is obvious the author has put a lot of work in it and that has resulted in another nice map.

Wassertuerme
MOHAA
Unknown
2bunkers
MOHAA
Unknown
Southern France 2 Final
MOHAA
Unknown
T
terry kleidon & tom kleidon26/09/2012

Southern France 2 Final

Review by: General Death Southern France 2 Final Southeran France 2 is a recreation on the original map from MoH:AA. Now within this version players can roam around on the rooftops and move from different areas on the map by tunnels also. Even though the brushwork is very basic in this map it can provide some great action just like the original. Presentation / Technical Lets go down the list of scoring and discuss each area. Textureing was really basic as you can see in the screenshots. It seemed as the same couple of textures were used throughout the map. To the eye it would have been nice to see more of a difference in useage. Most of the textures were aligned correctly and there were a few areas where they overlaped also known as Z-fighting which was also a problem with the brushwork and we will get to that later. Lighting was adaquite and fitted the theme. Nothing out of place other than some weird areas when one part of the wall was lit more than the ajacent one. For example part of the wall above a window and part below a window. I have seen this before and it maybe contributed to brushwork/complie options but im not sure. Overall the lighting produce the correct effect. Brushwork was very basic and to an extent copied the layout of the original map. Everything seemed to be based off of 90° angles. What I mean by that was that everything was perfectly square. That, along with the textureing, seemed to take away from the eye. Some more creative brushwork would have been niced to see. I saw alot of small gaps in the terrain which seemed to be made up of mostly brushes and patch meshes. Again everything was either flat or a strait incline or decline angle. Some varied areas in the terrain would have added to the realism of the map. Noticed that on some areas of the roofs you could see down to the bottom of the skybox. With that it appeared some of the buildings where floating in space. Some thought to the layout of the map and what players can and cannot see would have solved that. So no major issues just some minor areas that could use some attention. As far as Creativity and Theme are conserned there is not alot that can be discussed since this is a version of the original. Everything added to the map seemed to still fit maybe with the exception of the underground tunnels and that is probibly due to the textures used. Playability / Game Flaws Just like the original you will want to play this map. With the addtional features like rooftop access and tunnels the tradtional hot spots have developed to a new level of fun. That was the best feature of this map was the fun factor. The Balance and Flow helped contribute to this and it appeared that a good bit of thought was put into it to keep the hot spots while adding the new features. The only area as far as playability that needs attention is the fps. Even though I avg. 50 fps I noticed that the amount of Mtex which was 30 would really push a pc of low to avg specs. Conclusion If you enjoyed the original map that 2015 produced in MoH:AA you will enjoy this new version. Although we went through several areas that could use some attention the main goal of a map was definitely achived....if you want to keep playing it. After all it doesnt matter how good looking or how well a map is construced if after the first time or two you want to take it out of your rotation. The only issues alot of players might have with this map would be fps. It does seem to require a decent pc for enjoyable play.

Osiedle
MOHAA
Unknown
V
Voxel08/10/2012

Osiedle

Review by: jv_map Osiedle Osiedle is a small map set in an African theme. There are a couple of a buildings and small courtyards to roam around. All buildings have rooftop access from which you can oversee the combat and achieve a couple of kills. It's a pretty open map where gameplay usually is frantic. Presentation / Technical The brushwork in this map is very basic. All buildings have been constructed in the same way, which makes the map a bit boring. The architecture doesn't look natural, the player has the feeling of being in a box of blocks rather than a Mediterranean village. The lit lightposts everywhere reduce the atmosphere more. I get the impression this map was done very quickly with little attention to the details, except for the crates scattered all over the map. These are rotated and stacked nicely and therefore add to the realism. The textures in this map are just as boring as the brushwork. The same set of textures is used throughout the map. There is a considerable amount of Z-fighting that becomes clearly visible when you're standing on a rooftop. The treeline that encloses the map looks flat. Some textures look incorrect or out of place. This map runs quite smoothly. The framerates are high and I didn't notice my mtex counter pass the 15 mega-texels. However, this is more a result of the lack of detail than of proper vis design. At least 75% of the map is drawn regardless of your position. This could very well be a consequence of the rooftop-access, which means efficient sight blocking is very difficult. Anyway, this map gets higher fps than most of the original maps. Playability / Game Flaws The gameplay in this map is extremely hectic and reminds me of Quake III Arena. It's completely different from any of the original MoHAA maps. You won't get the chance to breathe or it will be your last breath. In a couple of minutes the game is total chaos. If you enjoy running around shooting you'll probably love this map. Every room is connected to every other room, so hostiles might approach from any direction, and you may attack from any direction. It's quite a lot of fun to play, unless you like to camp and use your sniper rifle. Conclusion This map is revolutionary in it's gameplay. It's a lot of fun to play and very different from the original maps. The looks of the map aren't very spectacular and there isn't much atmosphere, but the framerate is at a playable level and the accessibility to all the different areas is just great. This is a nice map for those who are out for fun and fun only. If you're looking for a realistic scene to replay the Second World war, this map isn't very suitable.

Mountainside
MOHAA
Unknown
P
PsychoE20/10/2012

Mountainside

Review by: General Death Mountainside Battle Mountainside Battle consists of a two small groups of buildings separated by a mountain in between them. There are secret underground passageways that connect the two small towns. This is the authors first public map release and shows that he has a good start on understanding the Mohr. Presentation / Technical Lets go down the list of scoring and discuss each area. Texturing was used with much variety almost to the point where you begin to get lost due to everything being so different. Alignment and scale seemed to all be good except for some areas that lacked texture altogether. I think the author forgot to add some within his .pk3 file. On a positive note I didn·t see signs of Z-fighting, which helped his texture score from dropping further. Lighting was very interesting as the author was experimenting with various colors and applications. I gave him higher marks than probably should have been based off of tiring to be creative with the lighting. Overall I think he achieved the effect he was going for. Brushwork was very basic with little detail and every building based off of 90° angles. What I mean by that was that everything was perfectly square. That, along with the texturing, seemed to take away from the eye. Some time with more creative brushwork would have been nice to see. There were gaps in between the buildings and the ground. There was allot of aspects in the map also that seemed out of scale. As far as Creativity and Theme are concerned this is where the author got some good with the bad as far as review marks. He really tried to create something different, which I applaud but the casualty was the theme as there really was none. There was simply to many different aspects that didn·t seem to give one a "clear" theme. Playability / Game Flaws I was not able to play this map since I couldn·t find it in any rotation at the time of this review. I would imagine though that the flow, fun, and playability would be low due to the layout proportions in the map. Like I said everything inside is rather cramped and there are several dead ends. Now the secret passageways that I talked about earlier are neat but not when they are the only routes from point "a" to point "b". One has to study the map in spectator mode before even attempting to play it. More paths clearly visible to the player would help the flow I think. Flaws like I stated before consisted of missing textures, gaps in between some buildings and terrain, and the lack of gameplay flow. Conclusion Even though the review may sound very negative I didn·t have that intent when I started it. Like I said this is the first public map released by this author and it shows promise for his mapping abilities. If anything can be learned from this is that it is vital to take advantage of alpha and beta testing secessions before one releases a map. I give positive marks to the author for his map concept. I think with some time spent it could be reworked to make it a good solid map to have in your rotation.

Forschungslabor
MOHAA
Unknown
Dm Dorf
MOHAA
Unknown
W
Wacko & ToBu11/10/2012

Dm Dorf

Review by: General Death Dorf Dorf places you inside a medium sized town that has a river running though it, splitting it in almost two sections. You will see right from the start that this map lacks one thing...dead areas. Unlike most maps you wont find only one or two routes to move around in this map. From the look of the layout this map should produce great gameplay for any weapon you choose for battle. Presentation / Technical The first thing that came to mind when this map loaded was the detail and time that was spend which made it feel real. The texturing was very nicely applied with only two areas of mistakes. One ledge has a texture applied incorrectly and the hanging lamps casting a spotlight effect in the warehouse were missing a custom texture with the yellow and white grid texture that mohaa places in place of missing textures. With all the other great texture work though those errors were minor since the majority of the brushwork was complex for most mappers and required special texture application. This map is an example of varied textures, which can be accomplished without hurting the theme. The lighting was applied with thought to the light models and seemed to represent accurate lighting. I did see some of the walls being lit at different light levels but we have come to know this is a error in the vis compile program and not the mappers fault. Again there was the error in the warehouse but that was minor compared to the rest of the map. The detail in the brushwork was again complex for most mappers and very nice to see. This proves that a mapper can work off the grid and yet not have "box" buildings all over the place. I was impressed with the amount of detail and different styles of architecture used, and like texturing, it still all seemed to fit the common theme. I could not find any errors which is probably a result of the time spend in this map by all of the other areas we have already discussed. Creativity was hard for me to give anything but a average score since this style of map is very common but I don’t think in anyway does it take away from the map. Like we have been discussing the theme seemed to fit from top to bottom even with all the varied architecture and texturing. Playability / Game Flaws Why can’t I find a server playing this map in its rotation? I’m sure I’m just not looking at the right times which is a shame since I would love to play this map! So, for these next areas you will have to read this and keep in mind that they may/may not be accurate since I haven’t played this map yet. I have ran around in the map for several, several laps, trying different paths and planning ways to attack and the conclusion that I have came to is that the possibilities are so many that this map should keep the action fast and furious. Performance seemed great as you can see by my first two screenshots which shows most of the map rendered yet still maintaining mid 60's. Only area that I think needs to be addressed are some of the dark areas that seem to be sniper positions. Leaving that room dark is fine, in order to keep cover, but since the stairs are not lit, by at least the littlest amount, you will find yourself shooting simply to produce some light. I hope to get to play this map and see if it shapes up to how it appears to play. Conclusion I think that this map should be in every server’s rotation that’s looking for a map that can produce great fun for different styles of players and different amounts of players. I can see this map supporting low and high numbers of clients, easy. This map is also a very good example of what mapping is all about. With that said click on the links below and check it out for yourself.

Deadendstreet
MOHAA
Unknown
V
Voxel21/09/2012

Deadendstreet

Review by: Surgeon Dead End Street Here's what the maps creator, Voxel, has to say about Dead End Street: Running and gunning in the streets, hiding in buildings, falling off the roof... it's all fair game. Lots of windows in this one, quite a few doors, most buildings are 2 stories high, few accessible roof tops. I'd consider it a good size map, good for 40+ players. Presentation / Technical The first thing that struck me was how dark the map was. Ok so I know its set at night but pitch black areas in a map are undesirable, especially when it might stop a player decerning routes through the map. What surprised me was the lack of lighting indoors. Most rooms only had 1 light, which was barely adequate to light them effectively. Where there was lighting, there were light sources (ie lights) which is a plus point and always good to see. With the lack of light, the texturing just looked passable. On the good side every brush seemed to be textured, and there was no visible z-fighting that I could see. Most of the textures look over large and maybe Voxel should have scaled them down a little. Again this might just be my preferences and they don't really take away from the map that much. There was just nothing that inspired me about the buildings either. Whilst the buildings are well constructed, there seemed to be little variation of the square room. A few balconies and such do improve things slightly, but I felt the map had a very square, unnatural look to it. Performance wise, I got a pretty good FPS at every corner of the map. It did dip below 50fps on the odd occasion but this was rare. Playability / Game Flaws This map is large, very large. In fact unless there are above about 16 players you may be alone for a long time, but I think that Voxel was going for a map that was suitable for a huge number of players. I couldn't find a server hosting this map with more than a 8 players in it, and its large size works against it in situations such as this. There are a multitude of different routes that you can take around the map, leading to varitation, but it can be more than a little confusing to work out where you are. There doesn't seem to be one focal point that all the action takes place in and at times the map can seem a little unplanned. Conclusion If your a fan of Voxel's work you might enjoy this map. Its not worth playing on a server with less than 16 people which will work against it. I, personally, wouldn't have this on a server rotation but others may disagree with me. Its a commendable attempt at a town map,but there are better maps of its kind out there.

Canal
MOHAA
Unknown
W
W.S & M.S16/10/2012

Canal

Review by: jv_map The Canal The Canal is a beautiful map of a Mediterranean town with a canal running through. The sky and lighting suggest a sunny afternoon. The author has used 6.4 MB of custom textures which fit the theme very well. It all looks like a marvellous, splendid, old fashioned city that only lacks citizens for an inhabited look Presentation / Technical I loved this map from the moment I saw a first screenshot. When I set my first feet in game, it was amazed by the size of the map, the complexity of the architecture and the wonderful textures. This is the first user made map where I had that feeling of really being there in those streets, rather than sitting behind my computer monitor. In general, the brushwork is excellent, except for quite a lot of instances of Z-fighting. I found a couple of brushes that didn't exactly match their neighbours and I found some T-junction cracking. The inside of the buildings has an obviously lower level of detail than the outside and is on some places plain ugly. However, the architecture in total is so very nice that I don't really care about these minor flaws. Textures are very close to perfect. Every face has an appropriate texture that has been aligned properly. The less good things are the excessive use of glass textures and the scale of the roof tiles, which are too big. These are just small things that don't really let down the score, the texturing in total is just extremely well done. The lighting looks realistic, although this map is rather dark. At the dark places I find the map not very enjoyable and it's hard to navigate. A bit of ambient light would have done quite some good. Another silly detail is that the sun is situated in the north-west, which seems pretty unlikely, although the readme file doesn't mention the location where this map is set. Finally the framerate is an important issue to point out, because it's rather poor. On the worst places, my Mtex counter peeked just below 30 (1024 x 768, highest detail), which is much more than any of the original maps requires. The average framerate is a bit better, but the map doesn't play smoothly anywhere. The vis design is very poor and that's what's causing these low framerates. A revision of the layout of structural brushes in this map would have been able to get it running like the original maps, or even better. Playability / Game Flaws I was amazed that I found a server playing this map yet on its release date. I played the map with about 7 other players. After a while it turned into a sniper frenzy, but I think that's because we were with so few. On most places it's easy to move around and there are lots of places to hide. There are cobblestone roads all over the map which guarantee varied gameplay. A very small flaw is a non-solid piano in one of the buildings, but that's of no importance. All in all I can't say otherwise than that The Canal is excellent on this aspect too. Conclusion I guess it's rather clear that I frankly love this map, although its framerate stops me from enjoying it really much. This is the only thing that pulls the score of this map down, and it's the only reason I can think of to not download this map. However, even that shouldn't stop you from fetching it, because its beauty makes this map even pleasing if it were a slide show. My compliments to the author and I hope he's going to release more maps in the future.

Berlino
MOHAA
Unknown
H
HaVaNa7 & Uacty20/09/2012

Berlino

Review by: jv_map Berlino's Sniper Fury Berlino is a rather large map of a bombed out city that continuously suffers from Allied air strikes. When the Allied colonne of tanks is destroyed near the bridge, infantry moves in to capture the city. However, the fortified and partially destroyed buildings provide excellent concealment opportunities for Axis snipers. There's no other option for the Allies than to try to take out these snipers with their own snipers. The attack of Berlino turns out to be a lengthy battle where snipers play the most important roles. Presentation / Technical I have to say that the brushwork in this map isn't very neat. Actually, I was amazed that this map looks convincing on some spots. About half of the brushes don't even fit their neighbours so each building has a number of unmeant holes. Apart from the fact that it looks weird on most places, this would also kill vis design. I say would, because the fact a pointfile is included in the pk3 suggests this map wasn't even vised. The dense fog seems to be the only thing preventing the player from seeing through the entire map. This method works very well actually, and has accomplished that my mtex counter didn't pass the 23 mega-texels on a 1024 x 768 resolution at max detail. Although it's pretty high for the level of detail provided, this number is acceptable and can be compared with most of the original maps. The random explosions all throughout the map and the planes flying-by have a bad impact on the framerate though. Therefore this map aims for higher spec systems and it's definately unplayable on mine. Texturing isn't done very well either. Although in most parts it looks ok, there are numerous texture errors. However, the variety of textures on the roads is nice to see, and that makes for a decent score nonetheless. Finally, the lighting isn't really special but suffices, except for some very dark spots. In general the lighting fits the theme well and supplies a good war atmosphere. Playability / Game Flaws I'm sorry I couldn't find a server playing this map. So the following isn't really a gametest but merely based on assumption and experience when moving around the map. First, this map is very hard to navigate. You won't get lost, but most buildings are hard to enter and a couple of doorways are too low to walk through without crouching. Apart from that, I found one room which you can enter by jumping down a floor but I couldn't get out anymore. Finally, all the explosions and fire everywhere don't seem to hurt the player, which is caused by a script error that I won't describe in detail now. There are several hilarious scenes in this map that qualify for the title 'Game Flaws'. First, a destroyed church tower looks really silly. It's laying on the ground but still intact and completely empty inside. Furthermore, I found a torpedo stuck in a wall, a crashed plane that's not damaged at all, a U-Boot in the river, a balcony that the inhabitans can only reach by breaking a window and a brick wall constructed at the road over the bridge. Conclusion Berlino's Sniper Fury is a playable map that will probably provide hours of entertainment for snipers. On the technical aspect the author still has a lot to learn, but his will to create maps and talent to create something that looks like a war scene is clearly indicated by this production. If you can find a server playing this map, it might be a good idea to download it for a change.

Mp Africabackstreets
MOHAA
Unknown
<
<<[AC]>> David23/09/2012

Mp Africabackstreets

Review by: .MAP Reviewer Africa Backstreets This map is set in the backstreets of an town somewhere in the African desert. Its a small map, most suitable to close combat engagements. It will probably be ideal for clan matches but anymore than 16 players and it will turn into a nightmare. Presentation / Technical Scale. If there is one thing that really annoys me when playing a map, its when the mapper has seemingly ignored scale. In AfricaBS, >David has got his proportions, for the most part, wrong. Huge windows are surrounded by even bigger window sills, contrive to make the level look comical. Thats not the end of the bad brushwork. I really recommend that the maps creator read the good arches tutorial at this site. Every single arch is woefully made, and just detracts from the map. On the plus side, before I'm accused of being too harsh, the texturing is adequate apart from the scale of some of the window textures. The lighting is average, with most of the map at least lit, apart from a pitch black room where you can see all the models inside it. If it was not for the errors in scale and the whole arch fiasco, the map might actually be fairly well made. The mapper has some good ideas, such as the well made crator or the circular "flowerbed". Playability / Game Flaws The layout of the map is fairly good, but can be constrictive at times. Again the mapper shows a few flashes of thought, but its really nothing to write home about. I found myself having to retrace my steps time and time again which just got me frustrated. For all its flaws the map is still fairly fun to play, with a relatively small number of people. As I said before, Any more than 16 players just means that your getting shot where u spawn. At least the map sticks closely to its theme and it does attempt to look as it should. I'm really unsure about the wierd mushroom tower, though I applaud the mapper for his efforts. Conclusion I feel that Africa Backstreets is not a good map, but the author has made a good effort and has the imagination to get much better. Others may disagree with me but then again i'm a mapper with purist beliefs. It can be fun for a blast but I would not recommend it for a server rotation.

test_douvres
MOHAA
Unknown
M
MANSTEIN18/12/2012

test_douvres

Review by: Surgeon Douvres This is a single player map set in a bomb damaged town. All its inhabitants have fled and the town is occupied by German Soldiers. Your first task is to link up with an Allied Patrol, your second to find / save Manon. Presentation / Technical Wow. Thats probably the best word to describe this map. This has to be one of the best made community maps I have had the chance to play. From start to finish, the town looks fantastic. The textures are varied enough to make everything stand out but are also blended well so that nothing looks out of place. As its a rainy / cloudy day the sky is suitably dark, but most of the time I spent inside buildings with a roof over my head, I stumbled half blind into several enemy soldiers. A light or two inside some of the houses wouldn't have gone amiss. Apart from that I can't find a flaw with the lighting effects. The sounds too, add to the overall feel of the map, planes overflying the town, (gunfire in the distance). The thing that lets this map down is its performance. For the most part the FPS / Mtex were more than adequate, but on occasion even my PC stuttered and struggled to make over 25 FPS. Playability / Game Flaws I've already discussed how good the map looks. You will be reassured to know that this map plays as good as it looks. From start to finish you're constantly on the move, ducking into ruined buildings to shelter from German troops, rushing gun positions or hiding from a roving tank. Douvres is very linear, which in some maps would be considered a major flaw, but thankfully it isn't to noicable and although there is no feeling of total independance you still don't feel constricted. The ruined town is superb. Manstein has done a superb job of recreating it. Almost every mapping trick in the book has been used to give this map an authentic feel, including superb use of LOD terrain to aid in the believability of the ruined buildings. Architechturally the map is outstanding (i'm running out of superlatives here - can you tell how much I liked this map), with the highlight of it all being the church just off to the side of the main square. There are a few gaps here and there but a player can't get through them and they aren't really noticable unless you actively go hunting for them. The enemy soldier placement / spawning is also very good. In the original maps, I know personally, I got very annoyed with enemy soldiers spawning from rooms I'd just cleared, or behind me when i walked through a trigger. None of that here, yet Manstein is still able to create a feeling that your out numbered and in deep trouble. The tank coming after you was also a nice surprise (well i'm a bit twisted). Conclusion Manstein has made a map to be proud of. I've played it countless times and I've enjoyed it over and over again. The ending was a dissapointment only because I knew that there was no more of the map to play. Hopefully Manstein will continue to produce maps of this standard, and other mappers can raise their game to catch him. This is definately a map to download and play. Its also a shining example to all the would be mappers of what to do right.

test_corfuliberty
MOHAA
Unknown
J
JimmyJBo17/12/2012

test_corfuliberty

Story - Mission: Mission Background The location is Corfu Island in a small coastal town during the German occupation of Greece. The occupying forces have turned the town into a coastal fortress, turning out and forcing the locals into hiding in the hills of Corfu. The Mission Story Hiding in the Corfu hills you see your people suffer and long to have their homes back again. With most able bodied Greek men either imprisoned or in resistance actions elsewhere freedom of the town looks a long way off. But the sudden promise of Allied air support for the local resistance in knocking out the beach artillery, which is becoming a problem for the passing transports, gives you an idea that is surely a suicide mission. On a clear night you set off alone to free your town from it's dark oppression, or die trying. - - - Review by: Stef Méganck The author did a lot effort in making this map adding detail and other stuff to make one of the most enjoyable map from the time is was published. Design is well put together perhaps a little too flat and a little bit to repetitive regarding house layout but attention to the variety of building, the way you can travel through and the well optimized sea effect, occuring event like the plane bombing, certainly make those small default negligable. Everything was well put together with some cutom content the ravel, mostly at start the sneaking, will permit you to travel through most of the room with good texturing and not too much repetitive. Even if the size of the map is quite big and detail with a huge amount of eneies it never suffer from slow down of bugs. Gameplay is certainly not disapointing, a quite impressive amount of objectives will give to this mission an enjoyable playtime, adding at start a quite challenging experience through sadly perfrectly put enemies, hopefully the experience will turn to a more average still challenging experience after the first objective is accomplished. The variety of objective and enemies you need to fight will make you discover on each step forward something new witch will leave at last a enjoyable filling of finishing this unique mission In conclusion: An impressive mission with some high challenging experience that shouldn't make you giving this one up, just fight to the end and you will finish the expeirence with pleasure. - - - Review by: Butch Corfu Liberty This map pits you playing as a resistance member on the island of Corfu in 1943.Tired of seeing the German occupiers fortify your home town on the coast, you set off to cause some trouble among them. This includes taking out flak guns, an 88 and calling in a P47 plane to bomb another 88 on the beach using a radio. Presentation / Technical The town is very small, but machine gun posts with seemingly endless supplies of gunners will keep you at bay while you complete your objectives, so unlike the normal style of SP map which is very linear, the town feels like a seaside cluster of houses. The building styles are in keeping with the location, and I could see no serious flaws in the brushwork etc. The waves lapping at the harbourside are a nice effect, rather than the normal up and down motion seen in most maps. The only letdown graphically I found was the small beach area, which seemed over-fortified and for some reason had a destroyed tank and higgins boat on. This area seems rushed which is a shame as the tranquil look of the rest of the map is very nice, and gives a feeling of nervousness as you don't quite know where the next enemy is coming from. Playability / Game Flaws The first flaw I found when I started playing was the first enemies you meet seem to wear bulletproof armour and are almost impossible to kill. This gets very frustrating as you start off with just a colt .45 and every enemy seems to use up a whole clip of ammunition. Once you get past this first part, however, things get easier. There are quite a few good set-pieces in this level, including two workers welding and hammering an 88 into place overlooking the beach, and my favourite, you being trapped in a building just as a tank rounds the corner! The use of MG42 gunners keeps the level longer and more interesting as you have to figure out how to get around them, there being infinite enemy spawners to man the guns. The long list of objectives keeps up a good flow, and gives a good deal of satisfaction when you complete each one. An annoying feature was enemies spawning in houses you have already cleared, which makes it very hard if you are low on health. Some cool scripting is seen, such as soldiers vaulting over a wall, and the P47 bombing the 88. Conclusion Overall this level was very enjoyable to play, not breaking any 'rules' of history, using the correct vehicles and enemies (apart from the premature use of the STG44). After getting past the gauntlet of soldiers, you will feel a great deal of satisfaction for the part you have played in ousting the German occupiers out of Corfu. I really hope the maker carries on mapping for MOHAA, maybe carrying on the same theme, and there is some real talent and knowledge here.

t1l1_marseille
MOHAA
Unknown
test_cherbourg
MOHAA
Unknown
Community Guide & Map Archive

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

obj_*

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).

Round-based • Search & Destroy
mohdm_*

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.

FFA • Team Deathmatch
ft_*

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.

Community Mod • Team Revives
round_*

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.

ClanBase & CAL • One-Life Combat

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 Francemohdm1
  • Destroyed Villagemohdm2
  • Remagenmohdm3
  • Crossroadsmohdm4
  • Snowy Parkmohdm5
  • Stalingradmohdm6
  • Algiersmohdm7
  • Omaha Beachobj_team1
  • V2 Rocket Facilityobj_team2
  • The Bridgeobj_team3
  • The Huntobj_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:

Cinematic Historical Remakes: Winter Ardennes trench warfare, Carentan urban streets, Bastogne forest defenses, and Berlin Reichstag assaults inspired by classic cinema and real combat archives.
Sniper Arenas & Aim Maps: Open sniper plateaus, symmetrical training compounds, and Kar98k / Springfield only duel fields engineered specifically for ladder matches.
Expansive Realism Missions: Full-scale objective maps featuring dynamic ambient weather (rain, blizzard, night fog), custom interactive doors, drivable armor, and cinematic scripted events.

Console Commands & Map Installation

📥 How to Install Map .pk3 Files

  1. Download the custom map file from MOH-DB (usually packaged as mapname.pk3).
  2. Move the .pk3 file into your main game directory:
    C:\Program Files (x86)\EA GAMES\MOHAA\main\
  3. For Spearhead expansion maps, place files into /mainta/; for Breakthrough, place them into /maintt/.
  4. 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:

map <mapname>e.g. map obj_team2 or map mohdm6
restartRestarts the active map & resets scores
set sv_pure 0Allows modified custom textures on server
rcon <password> map <mapname>Changes map remotely on dedicated server

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.