It depends if level 2 is exactly the same room but with things added and subtracted. If that's the case then you keep reloading the same layout that has all the stuff available off screen but moves this into place bychanging global variables to enable/disable certain things in the room. So if something has happened between level 1 and level 2, for example the blood on the floor, I would do this by reloading the layout but enabling some variable i.e. bloodFloor = enabled then it shows the blood this time round.
If the rooms are going to be entirely different you can just make a room per layout but this would mean you end up with a ton of layouts. Yes you will need a new event sheet with each layout.
If it was just small rooms you could also have everything available for one 'level' across the layout. By enabling variables to say what room you are currently in you can position objects to make a room as the player loads in. The room would always be in the same place though, with things added or subtracted.
A possible fourth way might be to have all the rooms premade and created across the layout and then target them with a camera view but if the game plays in a way that it's not predetermined and there are many outcomes between level 1 to level 2 to level 3 etc then I would go for a global variable approach.
Each of these methods has different pros and cons it depends which one would fit the flow of the game you're trying to design.