@Anonymous
Depending on how you plan to texture your coffee table you can take different approaches that range from a 1 click solution (Flatten Mapping with the default settings) to more labor intensive guided unwrapping using various techniques. If you are planning to texture the table in an external 3D Paint program like Substance Painter (or paint it in Zbrush) , then the 1 click solution is fine. On the other hand, if you plan to place the textures on specific areas of the table in Photoshop, then creating UV islands that are more “human readable” may be worth it.
Your original unwrapping start had UV islands that were not properly flattened and were overlapping (see first image below).

Since with unwrapping you are generally trying to create a 2D representation of the surface of your object with no overlapping UV islands, the quick and dirty way of doing this in Max is “Flatten Mapping" (Mapping>Flatten mapping). See the image below.

In the case of your coffee table, This actually creates islands that are human readable enough that even if you plan to texture it in Photoshop I would not go further.
But since you are using a Student Version of Max, I will assume that this is part of a learning exercise, and for some meshes, the quick and dirty flatten mapping unwrap can create some small and difficult to read UV islands. In this case, you can use a combination of select by angle followed by Quick planar map to control the unwrapping. (See next image).

Lastly, you may already know this, but I will mention that in cases where you are applying a material with no texture maps at all or only procedural maps (e.g., gradient ramp, noise) you do not need to unwrap at all, but instead simply apply a UVW Map modifier and select a mapping type (e.g., Planar, Cylindrical, Box,etc) appropriate to the shape of your mesh. Hope this helps.