@selant
Hello there! Thank you for the kind words ;)
The floor being used here is actually not a multi-texture but is instead just one texture applied to the single floor plane. I got lucky with this one as the bump map that I derived from the diffuse texture was exaggerated at the right places to create that believable gap look in between the planks.
As for the reflections ... Well... Again, I derived those from the main diffuse texture and what I did was I plugged it into a color correction node, set it to black and white (monochrome) and tuned that into the reflection glossiness slot.
I just rechecked and it appears I didn't plug anything into the reflection map slot but I would suggest you play with that as well as it might give you some really interesting looking effects. What I normally do nowadays is I try putting a slightly darker version of the glossiness map into the reflection map slot.
Of course that in itself is pretty basic. For some wooden floors you can try mixing and matching different dirt textures either in the reflection or the glossiness slots but in general I always use some form of the original diffuse texture in a black and white version in on of the slots for the reflection / glossiness - just to make the reflections "play nice" with the grain shapes. If there are specular textures already provided with the diffuse textures then I like to incorporate those in as well. Layer / Composite maps can really help here.
I hope it helps! :)
Thank you very much for the detailed explanation which really helps us for the amateurs to achieve better looking realistic results, and as a workflow guide.
Congratulate you again for the realistic renderings, keep it up and I respect very much to people like you (and people all around the forum) whom sharing knowledge detailed without hesitation.