Unreal Editor 2.0
Its like LEGO
The Geometry is simple: You have a brush (The Red Cube, you can activate it with the cube button at the left of the screen) .Later you can make a terrain with a BSP bit that is too complicated for first time mapper.To the Brush: With that brush you can Add (add to World) and Subtract (cut out of the world). First you have to cut out a large thing (you can set up the dimensions at the CubeBuilder, Right-Click on the Cube at the left of the screen) here you can set up the dimensions, type in your dimensions and apply it (by clicking on "Build"), then close the window. After doing that, click on SUBTRACT.
Now you have a world (Later you can set up "Fake Backdrop" to create a sky,but this is texture-based and skyzone info etc...). Now you have the Texture-Browser. Here you can set up the current texture for applying... Set up CubeBuilder Dimensions (256x256x256), then search a box texture (for example UTTech1/Deco) then click on ADD (be sure that your box is down at the floor

. Now you got a world with a box. With this you can probing things and try to build houses etc.
Mover (lifts etc.) is also a brush, you can make a simpy mover by clicking "add Mover Brush" (the icon with the 4 arrows) then you have to get to the properities (right click at the mover) then to category "Mover" here you got much options to set up your mover for the first time you can go to "KeyNum", this is the current key number (station to hold), if you type in "1" you can set up the second station to hold (for example from floop up to a box). When you done it then go to "KeyNum" again and type in "0" again, now have have the base position again.
Thema Actors is class for itself

Here a little explain for some actors:
PlayerStart - Spawning Point for the Player (MIN 1. REQUIRED, IF NOT THE MAP WONT START)
LiftCenter - This is a position point for the bot at the mover
LiftExit - This is the running out point for the bots at a mover (or from JumpSpots, TranslocDest etc.)
PathNode - A PathNode marks a waypoint for the bots (without that, the bot wont walking) You can create a computer generated pathnode network at the build options (only when you make a fully map)
TranslocDest - Marks a point for the bots to shot the translocator to this point (good for shorter ways etc)
JumpSpot - Marks a point to jump out from there
NOTE: Don't add at the VOID-world (the nothing) nobody can see it

, also subtracting at a already subtracted point (empty world).
This is my "mini-tutorial" for probing around with the brush.
My Tip: I carried my experience with the editor by looking to other maps and try to realize the system. (10 days probing around with the editor and you know how to create maps)
I hope that this text had helped you. I try to help you as i can

If you have Questions write a PM or E-Mail
Best Regards,
Ronald