Emerge, pt. 2

Emerge, pt. 2 rc2

* reverted changes back to a9 because everything I did after that was garbage

* remade last again

* also accidentally skipped a13 and didn't notice until after I'd compiled and packed and compressed and anyway 13 ooOOOooooOOoo
pl_emerge_a12

* completely remade blue spawn and starting area

* also remade finale

* gave red a forward spawn that disables after A is capped

* lowered setup time from 70s to 60s

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pl_emerge_a11

* shortened the path at the start a little and moved the first checkpoint to the top of the slope

* big-ass dropdown closes off after the first point is capped

* moved second checkpoint forward so it's in front of the hut instead if in it

* red's shortcut to second is closed after the second point is capped

* added a teleport to the first forward spawn when it's disabled

* removed all rollbacks

* other misc stuff