First things first: cowardenent?
It's 'coordinate' mate - but I can see how you'd spell it like that is an awestrayleon accent...
I have 3DS Max, and I still prefer to use Lithunwrap for texturing.
But, really it's best to know this stuff in detail so I'd suggest looking at some tutorials - UV mapping is a black art, and it takes time to get the principles down. Basically consider that each polygon has 3 vertices, each with a 2D texture coordinate - the texture is cut from the polygon shape, so a plain might just have each vertice in each corner on the UV map. If your box has all it's sides mapped together, then moving them will affect them all.
It's really better to box map, then each face would be a seperate piece that you can organise however you like - much like cutting the sides off a cardboard box - stack them together to share bits of texture, or put them side by side to give them their own bits of texture. Depends on what it needs to do. Often, it's a good idea to use a repeating texture and have your model just repeat it all over - it's better for when you can lightmap your mesh though, otherwise things can look a bit samey.
Aegrescit medendo