https://i.redd.it/mds4dcuvq6ae1.jpeg
This is the second floor of this dungeon (https://www.reddit.com/r/battlemaps/comments/1hpy0nv/first\_floor\_of\_a\_beholderrelated\_dungeon/), though it should be easily repurposed.
In case you wanna use this entire dungeon in a similar way I created it for, I'll give you a quick summary:
In my campaign, a beholder basically got turned into a beholder hive mother (big beholder that controls other beholders, basically) a long time ago due to interacting with a relic the party is searching for. That relic also empowered the hive mother's dreams even further, allowing it to create an entire city resembling the architecture of humanoids where it lived with its brood (a bunch of beholders) until it was bested in a battle in which the city was conquered. The hive mother, a few hundred years later, however, is still alive (for the sake of brevity let's just say it's caught in a state of inaction at the moment) and is still attuned to the relic that caused it to become a hive mother in the first place. There's a lot going on in the actual city that's rather unimportant for the story behind this map so let's just abridge. Essentially, there are 3 dungeons containing sources of power that grant the beholder part of its strength and these sources, obviously, need to be destroyed in order to possibly prevail against it in a battle. This is the second floor of one of them.
There is a total of 5 daggers that are obtainable on the first floor; they act as different keys, In room 7, there is this teleportation circle that teleports you to room 8, where 1-2 fire elemental(s) dwell and attack. You may be able to see the eye in the wall which is meant to resemble an eyeshaped keyhole. As stated before, each of those daggers fits. Depending on what "key" is used, the teleportation circle changes color and target to following rooms: next floor, 9, 10, 7, 6. rooms 9 and 10 contain magical gems that are capable of teleporting whoever touches them back to floor 8. Room 9 contains a
tremendously deep body of water and if searched for carefully, one can find some treasure about 15 feet underwater; but beware the eye of the deep (underwater beholder with 2 eye stalks and claws, basically) that dwells this place. After some time and a successful check, a character will realize it and combat may start (let's just say, fleeing is the way to go here). Room 3 contains 2 chokers attacking from the walls (they also get a surprise round); room 2 contains 1 to 2 giant spiders, room 1 contains 3 gray oozes and room 5 actually is a cave mimic (self-explanatory) that is home to some allied kobolds.
If you have further questions and/or opinions, please let me know.