Hi RealityFox,
For the specular map it really depends on what you are trying to do.
The mix materails are exactly that, it's output at any given spot is a mix of both materials, governed by the amount parameter. ie: amount full one way means one material, full the other way, the other material.
Most likely you don't really need a mix material for the floor or walls. A glossy should do with a specular map, roughness map, diffuse map, bump or normal map and then tweak the index to give the balance between reflection and diffuse that you want (in combination with the specular map's intensity).
The most common use for a mix material is to drive the amount by a texture (rather than a plain value). This means you use the amount texture to 'paint' one or the other material (and everywhere in-between) wherever you want. Quite often a uniform mix of a diffuse and glossy material is not necessary (A plain glossy will do). The exception is if you are using the transmission/emission/absorption/SSS or matte options of the diffuse material.
The Standalone manual is a good resource to find out what all the materials are for.
http://render.otoy.com/manuals/Standalone/?page_id=292
Thanks
Chris.