A .uprojectdirs file that will find UnrealTournament.uproject as UAT can't currently handle custom automation scripts without it
Cooking a single map
Open a command line window up to Engine\Build\BatchFiles\
The commandline to cook a single map is "RunUAT MakeUTDLC -MapName=MAPNAME -platform=PLAT1[+PLAT2] [-server] [-serverplatform=[PLAT1][+PLAT2]]"
The map will end up in a pak file that is located here: UnrealTournament\Saved\StagedBuilds\MAPNAME\MAPNAME-PLATFORMNAME.pak
Cooking a single package (Blueprint)
Open a command line window up to Engine\Build\BatchFiles\
The commandline to cook a single package is "RunUAT MakeUTDLC -DLCName=PACKAGENAME -platform=PLAT1[+PLAT2] [-server] [-serverplatform=[PLAT1][+PLAT2]]"
The map will end up in a pak file that is located here: UnrealTournament\Saved\StagedBuilds\PACKAGENAME\PACKAGENAME-PLATFORMNAME.pak
Cooking a plugin (full mod)
Open a command line window up to Engine\Build\BatchFiles\
The commandline to cook a plugin is "RunUAT MakeUTDLC -PluginName=PLUGINNAME [-build] -platform=PLAT1[+PLAT2] [-server] [-serverplatform=[PLAT1][+PLAT2]]"
You can supply the -build switch to ensure that the dynamic libraries get built if your plugin has native code
The plugin will end up in UnrealTournament\Saved\StagedBuilds\PLUGINNAME\PLATFORM\UnrealTournament\Plugins\PLUGINNAME
The uplugin file is needed for the game to know to load your binaries and/or content directory