That's because Flip Normals doesn't alter geometry.
Create a Box. Convert it to Editable Mesh. At the moment you are looking at the outside of a box. In the Slection Rollout check "Show Normals". Right-click the object > Object Properties and turn on Backface Cull. Go to Polygon SO mode, Select all (Crl-A). Note the tittle lines protruding from each face - those are the Normals. Scroll down to the Surface Properties rollout and click "Flip". You are now looking at the INSIDE of a box - note that all that has happened is the Normals are pointing the other way. No geometry changes at all.
Without seeing the tutorial I can't be sure, but it sounds to me like you needed a Mirror - nothing to do with Normals.
If I were you I would do the tutorials which ship with max before doing any you find on the net. Some of those are good, many are terrible.
Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).