I think there is no solution using only the TiledMapRenderer to render whole Layers.
Imagine you have two trees, one above the other with one tile of space in between. Your character is standing on this one tile and thus is between both trees. He would be behind one and in front of the other one. In this case it is impossible to render the whole Layer at once the standard way, because your character will either be in front of both, or behind both trees.
You can still create your map using TilEd, but you will need to analyze that special layer with objects and convert it to a List of Entites where you can apply manual Z-ordering (well, Y-Ordering in 2D-space) from background to foreground and render them individually in the correct order.