Thanks for your helping mind and reading this.
Here is my source: Download_Cocos2d_Continuous_Scrolling_Tile_Based_Game
Its continuously scrolling tile based
By loading the tilemap asynchroneously you are merely replacing the loading time interruption with a short time where cocos2d doesn't have anything to render - until the new tilemap is loaded. I'm guessing threading is not a fix here, it just gives you a different symptom for the same problem.
I think the ways you can fix this is by:
If you can't load all tilemaps simply due to the memory they consume and the other options won't work either you're out of luck unless you can implement your own, memory-optimized version of a tilemap system.