Eh, not really. Metroidvanias are very complex and it takes a lot of know-how to build them in C2. The layout system is geared towards level-based games and not very practical for 'vanias, so you pretty much have to load your rooms externally.
What I did first was build a minimap in Tiled using rectangle objects & map tiles. Each object represented a .tmx with the actual room. I then added the HUD mini-map to the game which loads whichever room the cursor is highlighting after a room transition has finished, and destroys everything in the previous one. Here's that in action:
<img src="https://dl.dropboxusercontent.com/u/105711543/BitGun_Example.gif" border="0" />
Problem with this method is it's very time-consuming to add rooms and it's easy to forget which rooms go where and so on.
Due to this I've started working on a 2-in-1 metroidvania world editor where you can build a minimap in a grid in the corner, then click a minimap room to view and edit the actual room it represents. Then I do the same as above as far as loading rooms go.
<img src="https://dl.dropboxusercontent.com/u/105711543/vania_editor.gif" border="0" />
It still has a long way to go, as you can see. All I can say is learn everything you can about dictionaries, TMXImporter, Tiled, and node webkit's file system, and experiment!