-Don't move the door. Instead, make a dummy object and set its timescale to 1 at the start of layout. Then, set the game time scale to 0 at the start of a room transition, and move scroll x/y by 120 * Object.dt during a room transition. This will allow the camera to move while the game is frozen.
-You position the player after room transitions based on door ID's. In your example, both doors would share the ID of 0. If there were 2 more doors, they would share the ID 1. This way the player knows which door to come out of, and which door the camera should focus on immediately after the transition.
-Without a mini-map defining room/layout connections you'll have to tell each door which layout to go to.
Anyhow, not to be discouraging but I stand by what I said about C2 not being good for metroidvanias. Using separate layouts for each room means you have absolutely no "world reference" unless you draw out your map beforehand and label each room, or create a mini-map like I did. However, the mini-map only shows you so much. It is also extremely difficult to collaborate on the world map as everything in C2 is completely internal. Multiple people working on hundreds of rooms via SVN is truly a nightmare.