Yes, it works directly with slick2d. All you really need to do to load a TilEd map under init in your Class, and render it. There’s a TON of more advanced stuff you’ll have to figure out later, like rendering 1 layer at a time (so your character can go behind objects, for example) and figure out how to only render a certain chunk of the map, else large maps will end up extremely laggy. But, just to get the core basics down, this is all you need to do:
I’m going to assume a StateBasedGame, but it’ll work with regular games too in slick.
public class MapState extends BasicGameState{
private TiledMap map;
int mapX,mapY = 0;
public MapState(int state){
}
public void init(GameContainer gc, StateBasedGame sbg) throws SlickException{
map = new TiledMap("res/subfolders/yourMapName.tmx")
}
public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException{
map.render(mapX,mapY);
//map.render(mapX,mapY,layer); //Per layer rendering example
}
public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException{
//Here you'd have to write your own custom way of centering the map on your player at all
//times. For something super simple, you can just do this. Basically what you're doing here is setting
//mapX and mapY to the reverse of the player's X/Y and then shifting it half the map width and height.
//This should lock the player dead-center of the map and move the map around.
mapX = (playerX*-1)+(gc.getWidth()/2);
mapY = (playerY*-1)+(gc.getHeight()/2);
}
public int getID(){return stateID;} //For stateBasedGames in slick2d, not needed otherwise.
}
As for what Liquid said, having a map editor for your players to use is really cool, if you want to design you’re own. The code for a Tiled Map really isnt all that complicated. All it really is, is a 2D array of images on the screen. But personally, I feel I still have a “map editor”. I was just going to give credit where credit is due, and send players to www.mapeditor.org if they wanted to edit my maps. 
But there is a great benefit to making your own editor, you can add a lot of functionality your way and not be contrainted to some of TilEd’s stuff. For example, the biggest drawback for me with TilEd is using sprite sheets, I’d much rather have single-images, so I don’t have to worry about sheet arrangements. But since TilEd doesn’t allow that, and that’s my only real gripe, I just use SpriteSheets 