Basic about the Unreal Editor and Maps...Here how we'll do this. We are going to make a very simple box map for Unreal Tournament 2004 (should be similar in UT'99 and UT3*). As we go along using different tools I will make side note explaining the tools themselves and what they do so you can get familiar with Unreal editor's interface.
- Locating the game and editor.
In your UT2004 folder there should be a folder named "system". In there you will find the game exe(UT2004.exe) and the map editor, "UnrealEd.exe".
(If you want make a shortcut to this on your desktop or what where ever.)
Here we have the editor.
1.] The standard menu bar seen in most apps. "new" "open" and "save" along with other buttons that open up the different resources browser.
eg.
opens the browser to the "Texture" tab. (
aslo see #3)
2.] The Toolbox. by default, the one at the top controls camera mode, scaling, rotating, matinee mode, etc. Second one from the top controls the creating of
brushes (clicking on one makes what UnrealED calls a "builder brush" aka
Red Builder Brush or
RBB) which are used to build world geometry. Right clicking on one of these buttons pops up a box that can be used to alter the builder brush's dimensions.
**Note on brushes. -
The Unreal Engine differs from most other 3D engines in that its brushes combine with CSG: they can be additive or subtractive, removing or adding matter to the world. (After make your first Box Map you will understand

)
3.] The Resource browser is a separate window where you have access to the different resource type available for the game. Here you can browser through textures, static meshes, actor classes, sound, animation etc. that can be used in the editor for your map/mod in different ways.
To open the browser, go to the "View" menu and select one. all are contained in the same window separated by tabs.4, 5, 6, 7] The default "Viewports". These are the camera views that you will be editing your maps from. At the top of each "viewport" there are buttons to customize its view.

The Joystick activates the real-time preview. "T", "F" and "S" are Top, Front and Side. The cubes give a "perspective view" each in a different mode. The first (from the left) being "wire frame" mode. The forth being "texture (no lighting aka all bright*)" mode. 5th is "lighting only" and 6th "texture and lighting".
Lighting can only be seen after map lighting and be applied and complied (geometry and light have been added and built).
- Movement in the viewports
* Left-Clicking within the map selects an object.
* Left-clicking and holding pans the map along the X/Y axis.
* Right-clicking and holding rotates the camera.
* Holding both left and right mouse buttons pans the camera vertically and to the side.
1. Open the UnrealEd. If your viewports are missing or need to reset, go to the window menu,
View > Viewports > Configure. You can chose the first one and hit
Ok.(
You can close or move the browser if it gets in your way) Now you have your work space and can start mapping.
2. On the
Toolbox to the left and the second toolbar from the top are the
brush tools. Right click on the
Cube brush. the cube builder options should pop up. Lets change the
Height to
512 and
Width and
Breadth to
1024. Hit
Build.You should see a large
red wire frame cube (Red Builder Brush or RBB). (
If not seen in all views just click on that view to update it)
3.Now...we are basically working in solid space. We need to "cut" or "carve" out of that solid space. We can now use the
Red Builder Brush (RBB) to
subtract from that space.
Click on one of the lines that make up the
RBB (in any viewport)to select it. It will turn a brighter red. Now to the left, in the
ToolBox 3rd set of tools. (Build tools?..can't remember what they a called) click the subtract button.
You have just made a playable area in your map. If u can see any changes, that because you need to change the view mode in the perspective viewport. Change it to the "Textured view" from the menu and the top of the viewport.
You should now see your subtracted space. (Dont worry...almost there

)
4.
Actors classes.
They are weapons, particles and effects, player starting points, flags (in CTF mode), vehicles, lights etc. They are the other entities that will make up your world. For this map we just need one. You must have one in your before you can run it in the game. That is the
Player Start actor. for any actor, go to View > Show Actor Class Browser. Here you can browse through all the actor classes.
But this actor important and always used in all map, (the game will NOT run the map without it) so they made it easy. no need to open the
Actor browser it is always available when right clicking in the
viewports. (Lights and a few others are also always on the right click menu. Also the selected Actor in the in the
Actor browser will show up on the right click menu.)
In your
perspective viewport move to in side the
subtracted space and right click on the floor where u would like the player to spawn. Then select from the right click menu "Add Player Start Here". You should now see your Player start actor.
NOW QUICK SAVE YOUR MAP. I can't believe you haven't be saving all this time. You can save at any point. All maps are to be saved in the "Maps" folder in your UT2002 folder.5.Time to build your arena! At the
menu bar at the top. the last set of icons are the build map tools. the first one builds geometry only. Since me have no lighting ant all we will want to use this one. Click it and it will build your map. Since our map is very small, simply and has no lighting it will only take a few seconds to complete to build process.
When its finished, click (in the same menu bar) the joystick button. This will run your map. YAY!...After hours of box map fun quit the game to return to the editor.(it may be minimized)

Stay tuned for the advanced tuts!