Okay, let's hit the preliminary Q's first:
It *looks* like it's just a selection of faces, which are *assigned* a specific area on a one-piece map, or an individual texture.
Yep, that's really about all there is to it.
Once you have the uvmap "complete" - what tells the program what is what, on a .dds texture, and what is the best way to "complete" one?
Well, one thing you should know (although it might confuse you more) is that UVMaps aren't the same as pixel maps. UVWs are the equivalent of XYZ, except they work on a different scale - where you might make a map that is 256x256, or 512x1024, the UVmap simply translates from 0.0 - 1.0 (or more, in the case of repeating/tiling textures). To put it another way, your UVMap stretches. (And let's just forget about the W coordinate for now - as far as I've ever seen, it doesn't seem to have any bearing on a 2D planar map.)

These are two separate ways of displaying the same UVMap - in this case, the one for the fuselage of my Tigris.
On the left, you see a compressed 256x512 size, on the right a full 512x512. In BOTH cases, the green dot represents (0.0,0.0) U,V coordinates, and the orange (1.0,1.0). It's just a matter of scaling (think of it like percentages, that might be easier - 0.0 is "0% ->Right" and .5 would be halfway over, or "50% ->Right"; for the V scale, 50% up). These will
automatically scale and stretch themselves to the size of the map applied, so that they cover 100% of the texture map you use.
"What is the best way to complete one?" In Max, it's probably selective use of the "UVW Map" and "Unwrap UV" modifier tools - UVWMap will help you get a basic map, and then you can use Unwrap UV for fine-tuning, as I'll show in the following.
how does that become the "map", and more than just the image with lines laid on it, once "painted" in photoshop? When you export into .dds, from photoshop? I saw that there's a special exporter plugin for Max that outputs a black & white image of your map, so that's how you get it into photoshop.
I usually just take a screenshot from Unwrap UV's edit window. The darker-blue line shows you the boundaries of the 0.0-1.0 range - any higher or lower than that, and you begin tiling (a map from, say [-0.5,0.0] to [0.0, 0.5] is the same as a map from [0.5,0] to [1.0,0.5] - the map simply repeates beyond those boundaries). As for the "How" of it - all you have to do is open your materials editor and select your texture/apply the map & material to your model. I won't go into detail on that here, since it's a simple processess and your Max help file should cover it. Just search for Materials Editor and Applying Texture.
When I looked at one of my maps, in lith, it looked like a massive spiderweb. Is that because it's ~25 maps, or because it's just messy that way? Third question - the uvmap, because it is referencing 25+ textures - is useless, at this point, isn't it?
The spiderweb is probably the result of many different sections of mapping overlaying each other. I showed you the map for my fuselage, but if you saw the ENTIRE UVmap, for all sections, it would look the same way.

The trick here is to either move all the mapped sections around so they don't "overlap" or to use different mapping channels (I've been doing the latter - more on "Multi Materials" and mapping channels can be found in your Max user reference/help files).
You shouldn't need 25+ maps - at most, seven or eight should cut it, and that's counting Shine and Glow extras. For now, it's probably best to focus on the basics...
And to answer the fourth Q...