I have the game Unreal Tournament for the Mac and I want to create my own maps.  I have found out that I need UnrealEd to make the maps.  I am aware I'll have to use Virtual PC to use the program, but I first need a copy of UnrealEd and have had no luck finding it.  I just need to know where I can get a copy, and if I need more, what other files I need for it to work properly. Thanks.
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I don't recall hearing that the Mac version shipped without UnrealEd, so you should have unrealed.exe in your UnrealTournament\System folder.
If they didn't include it for the mac for whatever reason, I can't help sorry.

There are sites dedicated to Mac Unreal\UT, though I don't have any urls handy. Try visiting http://www.planetunreal.com and browse their hosted sites list, and maybe their links page - there are plenty of sites dedicated to Unreal\UT mapping. You might find the info you're looking for with some digging around :)
I would have given you the download for VirtualPC, but it is not Freeware. To order the software, just visit the site below:


It gives details of the software, it's prices, and information on the type of Mac you need.

For inspiration to help you create you'r own maps try looking here for the best of them:


If you want you'r levels to look more dynamic, try:


for examples of creating animated real time textures.

To get started making unreal level's you'll need to download UnrealEd. The link to the download page is: http://unreal.epicgames.com/Downloads.htm. At the moment, the present version of UnrealEd is Update 4. Install this version into the system directory of the Unreal engine game you are working with.

UnrealEd is the complete development program for Unreal Engine games. You can use it to create maps, texture packages, sound packages, music packages, and code packages. You will find that there aren't really any other content-creation utilities for the Unreal engine, because UnrealEd covers the whole gamut. (The sole exception is importing models, for which you will need a program like 3ds2unr, used in conjuction with the command line UnrealScript compiler, UCC.)

You can use UnrealEd with the current Unreal Tournament demo. It is fully functional. The demo will not load any third-party maps -- other than this, content created with UnrealEd is loadable in the demo.

Once you have UnrealEd installed, there is one other thing of vital importance: the UnrealScript Reference, written by Tim Sweeney. Click the link, and print it out. It will print out to about twenty pages. After a few months with UnrealScript, I'm onto my second copy of this reference; the first one being illegible from tatteredness and annotation. I'm not overstating the importance of this doc.

Three sites primarily administer all things UnrealEd related:

UnrealScript is the language in which most of Unreal (and UT) was coded. For modifications, 99% of the stuff you want to do is best done in UnrealScript (usually very easily).

You can view most of the UnrealScript source code from within UnrealEd (a few behind-the-scenes classes are not available for viewing, but all Actor classes are). In the right-hand tool bar, select Classes from the listbox. You will be viewing a hierarchical tree of the classes which subclass the Actor class. These are the classes you will be working with most of the time.

Note: UnrealScript is a object-oriented language, modelled on a pointerless C++ with Java stylings. If you are unfamiliar with object-oriented languages, UnrealScript is a gentle introduction to it. You'll pick it up pretty much as soon as you are prepared to think a little differently about your programming :) Someone wrote a tutorial on creating a spell system in UnrealScript which serves as a useful basic introduction to object-oriented programming: http://www.planetunreal.com/chimeric/scripts/tut42.htm. Also check out Catalyst's very thorough examination of the ideas behind OOP and UScript: http://www.catalyticconversions.com/codezone/script.htm.

You should print out several classes. In my opinion, print out Actor, Inventory and Weapon, as you will inevitably be handling these classes whatever you do. If you've got the ink, print out Pawn as well. Object, Actor and Pawn are the 'big three', IMO. If you are intending to work with mutators, print out the following for your reference: GameInfo, DeathmatchPlus, Mutator. You will be working with a blindfold if you don't read the Actor class, and preferably reread it every week for a couple of months :).

You should have a pretty big wad of paper by now. There are a few more essential references:

http://unreal.epicgames.com/UnrealClasses.htm -- I've never seen a link to this doc, but it is incredibly useful.

http://unreal.epicgames.com/Console.htm -- console commands; needed for testing your code.

http://unreal.epicgames.com/Packages.htm -- guide to Unreal packaged content creation.

http://www.planetunreal.com/chimeric/references/beginners_guide1.html -- ca's excellent beginner's guide to Uscript.

And just add this site to your bookmarks: http://unreal.epicgames.com. It's the font of knowledge.

 Now that you have all the references in a nice folder (yes, you do), you can start messing with the code. You never edit the existing UnrealScript source code, never. You subclass the existing class which contains all the code upon which your new class relies, and you take it from there. That is the golden rule of UnrealScript programming. From there, you are away.

To compile your code (on average every six or seven lines of code), hit F7. Make sure you correct any errors before moving on. If you set up a huge system for doing something, then get a thousand compile errors because your system is not valid in Uscript and you need to modify it, it's a huge let-down. Compile regularly and thoroughly.

To save your package (the .u file which contains your code), hit the Save button below the class tree and choose your package from the listbox. Saving any of the Epic packages, accidentally or deliberately, usually results in having to reinstall everything. You can import text files containing UnrealScript code (saved with a .uc extension), and export all your code to .uc text files, using the Import and Export buttons respectively, below the class tree.

If you need to set any default values of editable variables for your class, hit the defaults button. Handy tip: to declare your own variables as editable:

var() int editableVar; //this variable is editable. You'll find it in default properties under the name of the class.

var(anyword) int editableVar; // You'll find this variable in default properties under the 'anyword' category.

var int nonEditableVar; // this is a variable which is not to be found in default properties.

Once you written a new class which has the Actor class somewhere in its lineage, you can add it to a game with the following command:

summon packagename.classname

For instance, if you had written a new weapon called, I don't know, NuclearBomb and saved it in the Nuke package, you could load it into a game by typing: summon nuke.nuclearbomb.

If you have written a new game type, you can start it by typing the following at the console:

open anymap?game=packagename.gametypeclassname

New playerclasses are loaded similarly, using class= instead of game= . You can load one or more mutators by using the mutator= key, separating each mutator with a comma. Here is a full command line:

open anymap?game=pkg.class?class=pkg.playerclass?mutator=pkg.mutator1,pkg.mutator2

Finally, sites related to UnrealScript programming:

Chimeric -- the source for UnrealScript tutorials. Visit, lots.

Weapons of Destruction -- quite a few handy tutorials.




the mutation device

(Some of this information is directly cut and pasted from it's respective author, and is in no way mine! :)

O, yes, I'm proposing an answer as I've not had points in a very long time, :(

If I missed anything, just let me know.

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Ooopss, missed links:

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UnrealScript Reference
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Chimeric -- the source for UnrealScript tutorials. Visit, lots.
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Weapons of Destruction -- quite a few handy tutorials.
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the mutation device
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