Shiny wooden floor
The set-up for the plastic material can be copied almost entirely for this particular material. We only need to add a diffuse texture to the first BSDF, and a bump map.
The diffuse texture should be added to the first BSDF in the Refl 0° slot. The bump map should also be added to this BSDF with a strength set to two. Experiment with the bump value and remember that the bump parameter is quite sensitive. Very high values (such as 100) can produce unrealistic effects and longer render times.
The second BSDF works like a mirror (like in the plastic example), so keep a low Roughness value on this component. You could just increase the roughness value to avoid perfectly smooth reflections. For the image below the roughness was set to 15. If the floor is too reflective, the quickest way to change the amount of reflection is to lower the weight value of this BSDF.
The basic structure of a wood material. You can download this material example here.
Find more wood examples at the MXM Gallery.