A few more maps I've used in my online Eberron campaign. Click on any of them for the full sized image, which is scaled for 100px by 100px squares and is usable in MapTool or similar Online Table Top programs.
A lightning rail station. Original map, lighting rail borrowed from Meloncov.
Terrain: The top and bottom platforms are about 5 ft. tall, requiring an Athletics DC 15 to mount as part of a normal move action. A character succeeds automatically if they use an entire move action to climb up. Either activity provokes an OA from adjacent enemies. Enemies standing below the platform grant CA to characters standing on it, making siezing the high ground a key element of any combat in this area.
The conducting stones are dangerous terrain. Any character that enters or begins their turn in one of the stones' squares takes an attack +7 vs. Ref; 1d10 damage.
Standing inside the waiting room (bottom) and looking out the windows or doors allows one to make ranged attacks while benefiting from cover.
Other Features: Your PCs might encounter this map if they are tasked with defending a lightning rail delivery, or if they happen to be nearby during an attempted robbery. They might be the ones attempting the robbery. Enemy tactics should focus on dominating the high ground and forcing the PCs into the area below the platforms.
To add extra urgency to the situation, have the combat take place amongst the conducting stones, and have a lightning train come through in only a few rounds. Use enemies with forced movement and slowing abilities for maximum effect. Can the PCs escape the deadly area before they are hit by the next train?
Two farmhouses. Modified from Dungeon 178.
Terrain: The wooded areas are sparse enough that they do not count as difficult terrain, but provide enough screening to grant creatures within them cover against ranged attacks.
Enemies can stay in the buildings and fire out the windows, granting them cover as well.
Enemy Tactics: If the enemies have possession of the buildings at the beginning of the fight, they station artillery inside them and try to draw the PCs to attack them across open ground. Brutes, skirmishers, and soldiers may try hiding in the forest or waiting within the buildings or the outhouses (eew) to ambush them.
If the enemies are assaulting the houses, they move through the forest, trying to stay hidden with hide checks. They distract the PCs with ranged attacks from one direction before moving in from a different location on foot. Some capable enemies may settle for simply setting the houses ablaze from a distance and slaughtering the PCs as they flee the inferno.
Roadside. Modified from Seekers of the Ashen Crown.
Terrain: The stone plateaus are between 5 and 8 feet high. An athletics DC 15 check is required to climb the rocky walls. The darker colored foliage is difficult terrain, as are the piles of stone. The road itself as well as the lightly colored grass are normal terrain but may contain traps set by canny ambushers.
Enemy Tactics: Enemies are able to hide among and behind the stone plateaus and among the thicker vegetation. Artillery may station themselves atop the plateaus to provide a commanding view of the battlefield and protect themselves from retaliation.
Comments and critiques are welcome! I didn't have as much time to devote on the interesting mechanics of these maps, as I was just trying to get them ready for an online game on schedule, but I appreciate any feedback.





. The columns provide some cover for sneaky types or crafty belligerents looking to turn the enemies' flanks. 
