It might be better to simply create your own prefabs, either via individual functions or via CSV arrays. This will require a bit of initial legwork, but should make it relatively easy to create new prefabs in the future. I'll try to describe the two methods a bit more.
For both methods, you will want to create a "backdrop" sprite that will serve as the base for your prefab. You should try to keep the backdrop sprites relatively consistent in terms of width/height to make it easier to snap them together when the layout starts up. If you expect to have prefabs of varying height, establishing an origin image point that every prefab will adhere to (e.g.: 0, 25, or something similar) will make it easier to position them later on. These backdrop sprites can be destroyed on spawn after all of the prefab pieces are spawned in, or can be made visible and serve as an actual visual backdrop, depending on what you'd prefer.
For each backdrop sprite, create image points for where you want the "pieces" of the prefab to spawn in, corresponding to the origin points of each piece. For your first prefab (the one highlighted in blue), you would likely want a floor image point, and then three image points for the platforms, for example. It's better for memory reasons to have each of the individual pieces as single objects, rather than duplicating them for every prefab, so we're going to use image points to determine their position when spawned in.
The method that you choose to you will vary depending on how much code duplication you're willing to do. Here are the two methods:
1) Individual prefab functions. Each prefab is established as its own particular function. The function parameters are simple: the X (index 0) and Y (index 1) position where the prefab backdrop will be created. These functions will first spawn in the backdrop unique to that prefab, and then all of the component pieces (using the "Create Object" event). The component pieces are then positioned at each of their corresponding image points. This is the easiest method to do in-engine, but will require a decent amount of code duplication, which you may or may not be up for.
2) Array loop. For this method, the prefabs are established in an array (using something like Excel to create a CSV table, which is then imported in via RexRainbow's nice CSV2Array plugin). The array contains the name of the prefab (for in-engine spawning purposes), and then each of the names of the pieces and their corresponding image point, which can be done in one of several ways (preferably tokenat). In Construct 2 itself, you then create a "master" function that will spawn a particular backdrop prefab. Then, reading the array entry for that prefab, it will spawn in each piece (which, sadly, has to be done by making individual "Create Object" functions for each piece; no way to choose to spawn an object from a Family that I know of) and set it to its specified image point via a loop. This method requires less code duplication, but, as you can probably tell, requires more mucking around outside the engine.
These two methods should work for your purposes. I'm assuming you're either making some sort of infinite scroller or a randomly-generated platformer?