No, I don't have a UV/image edittor window open as I don't know where it is. This user-interface is much more confusing than that of MED. This is what I'm doing:
Screenshot #1 - I select the faces using the shift key to select them. Having noticed the top view was on "user" instead of "top" as I expected it to be, I set the view mode as needed.
Screenshot #2 - After having it selected to top, I place the mouse cursor in the top view and press the U key as you told me to. A menu comes up. The option I choose is the one highlighted. I've tried the others without success.
Screenshot #3 - Upon creating the UV maps (supposedly), and pressing the A key to have nothing selected, I get this, no texture or anything. I checked to make sure it was in textured mode and that isn't the issue. It appears as if the UV map didn't get created at all.
Screenshot #4 - As a guide, this is what it should be, as from in MED.
It took me about 20 minutes to texture it properly because of the faulty design of MED awkwardly stretching everything. That's why I'm looking for other alternatives to the UV map creation. I do this, in MED, in order to do what I'm after (after creating the UV map):
1. I first select one of the vertices, usually in a north-south, top-bottom, or west-east direction in order.
2. I next take note of the position of that vertex. Depending on the view, the positions I take vary some. For a top view, as I've been after, I take the X position and copy the whole thing.
3. I take out calculator and paste this number into it and multiply by 4, the texture scale I want (which simulates 0.25 in WED).
4. I copy the result I got in calculator and paste it to the X position of the skin vertex.
5. I repeat steps 2 through 4 for the Y position.
6. I repeat steps 1 through 5 for each vertex in the skin mapping until everything is done.
In a good run, I could do 3 or 4 vertices per minute, not much on this model. But, for landscapes and things with 2000+ vertices, it's a real nightmare to use this method.