Recently I purchased 3 large volumes on using the Unreal 3 Engine to create levels and custom games. This past weekend I cracked the spine of the first and started reading. Here are my early impressions (I'm ~250 pages into it, with appendices it's about 900).
Pros
Interestingly, the book starts with an overview of the Unreal engines leading up to Unreal 3 (including Gears of War) and follows with some discussion on planning a mod and what goes into the game development process. This is nice for an intro to the book and is much preferred rather than a simple chapter detailing what is on the included CD, how to install and setup UnrealEd, etc... While the chapter on Unreal history and planning can be considered 'fluff', it's much less 'fluffy' than most books provide.
I need to mention one thing here that is pretty crucial in the way I'm going to continue reviewing this book. Most technical books like this are used as a shelf reference; as a thick volume you use for looking up techniques every now and again. Even so, I prefer reading from cover to cover, including chapters I may already be knowledgable on (I'm sure this is typical for most people). If there was a chapter on installing UnrealEd (the previously mentioned 'fluff'), I would probably force myself to read it, even though I've installed the game and engine multiple times on different systems.
Chapter 3 is where we really get to the introduction piece of UnrealEd, creating your first basic level. This large chapter details creating two small rooms, adding static meshes, adding lighting, creating and adding particle emitters, creating a door that animates with Unreal Matinee and Kismet, static meshes with physics, and other little additions to make your level look less beginner. This really is a chapter that overviews the entire rest of the book, as each chapter following details the creation and intermediate usages of Static Meshes, Materials, Lighting, etc...
One other very nice part to this book is the way the tutorials are setup. Each tutorial builds off the previous and all are step-by-step. If you haven't completed one yet, you can find all the starting files on the CD that comes with the book.
Cons
While the description of the overview chapter (Chapter 3) is fresh in your mind, let me start the cons by saying this chapter is setup extremely confusing for the noob. At one point, you end up creating a door mesh and setting it up as a InteropMesh so that it is ready to be animated, only to switch to particles and spend a good portion of time working on a different piece of the level. Yes, this is actually how I develop my levels (jumping back and forth), though it's very odd for a book to jump out of sequence.
The next item might be a positive or a negative depending on your skill level with UnrealEd. Most of the introduction to the editor layout is found in one of the Appendices instead of before Chapter 3. For new readers, this might lead to confusion as Appendix A would typically be read between Chapter 2 and 3. However, this is a positive for those with some experience in UnrealEd as they don't have to force themselves through a 'learn every editor button' chapter. I'm listing this in the Cons section as the book is 'Introduction to...' and is probably going to be directed toward a lot of very beginner developers.
Finally, there's a lack of general description to a lot of the underlying engine and what each piece in UnrealEd is or does. Sometimes you'll be performing Tutorial after Tutorial with barely a paragraph in between describing ANY of what you've just done. Tutorial 1.1 Step 6 says to press Button X, so you do. But why? This is in part a problem with the structure of the tutorials rather than the content of the book. Since the tutorials are so focused on a step-by-step (or procedural) description of a process, you learn the process and not why you're doing that. For example, you might learn how to size a material to a surface, but will only learn what buttons to press and not what each one does.
This becomes extremely apparent in the chapter on Static Meshes as most of the chapter is spent in 3D Studio Max. Since there are books on 3DSM and modelling, the book really only tells you the steps and says to go grab a book on modelling if you're really interested in 3DSM. Again, I've learned the process to develop my own meshes in 3DSM, but I don't know the why behind the steps.
Conclusion
So far the book is very good though I would have a hard time recommending it to a complete beginner. I would suggest anyone looking at this book (obviously including the other 2, more advanced volumes) to pick up a copy of UDK or Unreal 3 (available online or via download services such as Steam) and watch some online tutorials and play with it first. You'll find plenty of online videos available that were created by the authors and may suit as a better introduction to the editor.