The main helper tool you will use here will be tmx2ea. It is a tool that is able to translate .tmx files (Tiled map files) into insertable events. In addition to inserting maps, it is also able to insert map changes, and it will also automatically fill up chapter data for you.
Now let's assume you have your map ready. Under your main tile layer properties, specify the following if applicable:
ChapterID ChapterID The chapter number/row in the chapter data editor
ObjectType1 ObjectType The object set to use. Can also use ObjectType
ObjectType2 0 FE7 only
PaletteID PaletteID The palette to use
TileConfig TileConfig The tile configuration to use
MapID map_id The index of the map in the Event Pointer Table
MapChangesID map_changes The index of the map changes in the Event Pointer Table
Anims1 0 Tile Animation to use. Can also use Anims
Anims2 0 FE8 only
Next, I suggest you make a new subfolder in your Root folder. This is because you will need to have all your maps located there for tmx2ea to work at its best (because, much like n2ea, it will scan for map files in the folder it is in). I'll assume you'll call it Maps.
In your Maps folder, put in the tmx2ea executable along with you map file(s). Next, runtmx2ea. It will ask you whether you want to scan all subfolders for tmx files: tell it that you want. After it being done, you should be able to see a few new files in your Maps folder: One event and one dmp file for each of your map file, and Master Map Installer.event.
All you should need to do is to #include the master map installer file from your main buildfile, because (as its name implies) the master map installer event file will install every map scanned by tmx2ea.
After generating the master installer, you can use tmx2ea to update specific maps instead of all of them at once (to gain a little bit of time). To do that, simply drag your tmx file onto the tmx2ea executable and it should do its thing no problem.