Map-specific Trickjumps

Here, we'll go through some of the best-known trickjumps and talk about how to do them, along with demos. This isn't a list of every single trickjump in the game, just some which seemed worth noting.

Battery

Trickjump #1: Jumping into the upper room w/ the MG
Difficulty: Easy



This is a very easy jump to do in that you don't have to have perfect form, and there's no bunny hopping involved. Be careful not to rush the first jump. You only need a sprint jump to get to the first ledge, not a strafe jump. As you land, crouch. This helps to prevent you from just running off the ledge as soon as you land. Then slowly crouch and move out as far as possible so that you can make the second jump. If you practice this jump and you remember not to rush it, then this is a pretty easy jump, assuming no one is in that upper room shooting at you :)

Download battery_upperroom.dm_83

Trickjump #2: Getting up the beach without the assault ramp
Difficulty: Hard



This jump is very hard to get correctly. It took me so many tries to make a decent demo of it that I started recording my jumps in three's so I didn't have to hit my "demo record" key every time I tried a jump. The key to this jump is basically having perfect form + perfect angle of approach.

Here is the demo, as you can see there are 2 bad jumps and then finally on the 3rd one I just barely got it:

Download battery_noramp.dm_83

Trickjump #3: Jump to the ventilator
Difficulty: Easy



This jump may be useful as a panzer spot, if Allies break past your main defense and start pouring in. Credit to
Ragnar-X- for this screenshot.

No demo available yet

Radar

Trickjump #1: Getting on high ground near main entrance
Difficulty: Easy



This is just a very simple, but useful strafe jump that you can use if you are currently on low ground near the main entrance and want to get to high ground.

Download radar_mainentrance.dm_83

Trickjump #2: Jumping to the west radar parts
Difficulty: Easy
For this, you have to back up as high as you can and then do a 2-part bunny hop to get to higher ground.

Download radar_jump.dm_83

Trickjump #3: Jumping on the garage roof
Difficulty: Easy
This is a CSJ that lets you get to the east radar without stepping on any mines, by jumping on top of the garage roof. Screenshot by -Ragnar-X-, and demo by [G-TAP]Genocide.

Download geno_trick_jump_radar.dm_83

Trickjump #4: Jumping on ledge above passage to main entrance
Difficulty: Easy
This jump lets you camp the area near the truck and main entrance- great for panzer! Thanks to
Ragnar-X- for this screenshot.

No demo available yet

Trickjump #5: Good camping spot for panzer
Difficulty: Medium
Here's a cool jump, submitted by Ragnar-X-. It takes some work to get into this spot, but it can come in pretty handy for camping the axis spawn.

  

No demo available yet

Railgun

Railgun doesn't really have lots of good trickjumps. However, there are some good places where you can get on to high ground, so I'll mostly go over those.

Trickjump #1: Getting on high ground (A)
Difficulty: Easy



This is very easy, just run up the slope, no jumping required.

Download railgun_highground_a.dm_83

Trickjump #2: Getting on high ground (B)
Difficulty: Easy



This is the infamous jump which gets you into a tree. Personally I think it's kind of lame to go through all this trouble- good players will easily spot you in the tree. However, against newer players it might be useful.

Download railgun_highground_b.dm_83

Trickjump #3: Getting above the command post
Difficulty: Easy



This is a really useless trickjump that lets you get above the command post on railgun... I am including it since it's kind of an interesting jump and maybe it might work against some ppl... But personally I think your position is too obvious if you do this jump.

Download railgun_above_commandpost.dm_83

Oasis

Oasis is a great map for trickjumpers- particularly in the old city where there are lots of high ledges and things like that.

Trickjump #1: The Oasis Walljump (bunnyhop)
Difficulty: Medium



This is one of those great jumps that totally freaks out the other team, and can change the course of an entire game. It takes some practice to get right if you are new to trickjumping so you may want to attempt this only after you've practiced on other jumps.

The easiest way to do this jump is as a 2-part bunny hop. In this case, the important thing is to make sure that you time your first jump perfectly so that you land at the very edge of the ledge closest to the wall. Note that the first jump can just be a sprint jump, doesn't have to be a CSJ. When you land, then you need to do a CSJ to make the huge leap to the top of the wall. Try to aim to land on the lowest part of the wall. 

Download oasis_wall.dm_83

Trickjump #2: The Oasis Walljump (single jump)
Difficulty: Medium++



It's possible to do the Oasis walljump without a bunny hop, just a single jump. This is much harder, because now you start with no momentum, so to do it properly you have to have a very good CSJ form and good timing. Nexu (a.k.a. Venom) has kindly contributed a video (AVI) of himself doing this jump. It's done with timescale=0.5, so you can see what's going on more clearly.

Download oasis_wall++.avi

Venom also sent me a demo of him teaching some guys on a pub how to walljump. It is a very nice demo, which features him doing the walljump in 3 different ways: forwards bunny hop, backwards bunny hop, and single jump. He also does a lot of other cool oasis trickjumps in this demo, some of which are covered below and a couple which aren't. This demo is pretty long (maybe 15-20 minutes I think) so you'll have to use the demo controls to fast forward through a lot of it since there's lots of goofing around and random silliness :)

Download walljump-fest.rar

Trickjump #3: Inverse Oasis wall jump
Difficulty: Medium



This jump is useful for getting back into the old city and recapturing the flag for example, if you're Axis. This jump was submitted by
Ragnar-X-

No demo available yet

Trickjump #4: Entering the Old City (A)
Difficulty: Easy



This shows 1 way to enter the old city. It's nothing special but by making big leaps as shown in this demo, you can avoid mining spots.

Download oasis_entercity_a.dm_83

Trickjump #5: Entering the Old City (B)
Difficulty: Easy



This shows another way to enter the old city. Here, we jump down from the high ledge on to the doorway of the small entrance leading to the old city. The nice thing about jumping on the doorway like this is that it lets us jump over all the dirt area which might possibly be full of landmines. May not be practical if you aren't comfortable with doing this jump, but in any case it's an interesting jump to try...

Download oasis_entercity_b.dm_83

Trickjump #6: Getting on high ground (A)
Difficulty: Easy



This jump lets you get on a rooftop above the old city. From here you could panzer or something, to catch anyone trying to sneak in to the old city. Probably more work than it's worth but in any case it's another interesting jump.

Download oasis_highground_a.dm_83

Trickjump #7: Getting on high ground (B)
Difficulty: Easy



This jump puts you at pretty much the highest point in the old city. The only downside to this position is that enemies can easily panzer the ledge where you're standing.

Download oasis_highground_b.dm_83

Trickjump #8: Getting on high ground (C)
Difficulty: Easy



This is probably the most practical way to get on to high ground if you are defending the old city as Axis.

Download oasis_highground_c.dm_83

Trickjump #9: Getting on high ground (D)
Difficulty: Easy



Here's one place you can perch up on, great if you are panzering.

Download oasis_highground_d.dm_83

Trickjump #10: Getting on high ground (E)
Difficulty: Hard



This is a pretty crazy jump using a bunny hop to get on high ground in the axis base. Of course, you could get to this location by just going to the 2nd floor of their base and then hopping down. This is pretty fun to try though.

Download oasis_highground_e.dm_83

Trickjump #11: Getting on high ground (F)
Difficulty: Medium



This jump may be somewhat useful if you want to be a panzer, although it's probably more work than it's worth. The jumps itself are easy, the hard thing is crawling on the ledge without falling off!

Download oasis_highground_f.dm_83

Trickjump #12: Faster route to north AT gun
Difficulty: Easy



This is a pretty cool jump that lets you jump to the north anti-tank gun, skipping the room before it. This way, if some enemy is camping that room waiting for you, you can go behind them and sneak up on them. If I recall correctly, there was a very cool snippet of this in the KP trickjumping video.

Download oasis_northgun.dm_83

Goldrush

Trickjump #1: Getting to panzer location
Difficulty: Medium



This is a cool jump where you can crouch on a windowsill with a panzer, so high that your head almost touches the ceiling. As you can see in this demo, this involves 3 separate jumps. First you have to get on top of the crates, then jump on the lantern, and then finally jump on the windowsill. To jump on the crates, all you should have to do is a regular jump. Nothing fancy here, no strafe jump or anything. Just make SURE that your FPS is either 43, 76, 125, or 333. Remember, these are the trickjumping magic numbers. If your FPS isn't one of those, you may not be able to get on the crates, no matter how hard you try. The jump to the lantern is pretty simple, a strafe jump will work, even without sprinting. Finally, jump to the windowsill. To do this, try to crouch and slowly edge away from the wall so that you have some space to maneuver. Right when you are about to hit the windowsill, hold the crouch key. You can't stand on the windowsill because you are too tall to fit there, so you can only do this jump if you crouch right as you land.

Download goldrush_panzer.dm_83

Trickjump #2: Getting to flamer location
Difficulty: Easy



If you want to flame/panzer the main entrance, here's a trickjump that will let you do it. I strongly am against flamethrowers though, because they tend to get really messy and by flaming the main entrance, you might block teammates who want to go out to throw airstrikes or whatever.

Uhh, by the way, in the demo, it looks like the flames are hitting the wall and engulfing me. This is actually some sort of glitch- the flames are actually hitting near the main entrance, despite what it looks like :p

You can also jump on top of the doorway, as shown in this screenshot that Ragnar-X- sent:

Download goldrush_flamer.dm_83

Trickjump #3: Hopping down the big hill
Difficulty: Easy



Here's a demo of bunny hopping down the big hill on goldrush, as I talked about in the "bunny hopping" part of the trickjumping section. If you press ENTER to see the demo in 3rd person view, you can see the characteristic feature of bunny hopping: when my legs hit the pavement, they stay stuck in the same pose, instead of switching to a walking animation before the next jump.

Download goldrush_hillhop.dm_83

Trickjump #4: Getting across the courtyard
Difficulty: Medium



When it's time to rush the bank to steal the gold, one of the hardest things is getting across the courtyard alive. So, you want to try to get past the courtyard as quickly as possible. This bunny hop allows you to do that. The idea is that you do a bunny hop, springing off of the stairway slant to give yourself momentum. In 2 hops, you can get all the way across the grassy portion of the courtyard. Then, 2 more jumps will get you to the end.

Download goldrush_courtyard.dm_83

Fueldump

Trickjump #1: Getting on top of the health/ammo shack
Difficulty: Easy



This is a neat little bunny hop that lets you get on top of the health/ammo shack near the original Allies spawnpoint. From here maybe you could call arty, snipe, or just impress all your noob friends :)

Download fueldump_shackjump.dm_83

Trickjump #2: Getting to high ground on footbridge path
Difficulty: Easy



This isn't really a trickjump, just some place where you can run up a hill to get to really high ground on the path from the Allies initial spawn to the footbridge. This may not be too useful; however, sometimes suppose the Axis start pestering you by coming down this route. You could perch up on this hill and panzer them, or lob nades.

Download fueldump_footbridgehill.dm_83

Trickjump #3: Getting on top of the Allies Garage HQ
Difficulty: Easy



With 2 bunny hops you can land yourself on top of the Allies garage HQ (the building which houses the Allies command post). As with almost all jumps involving 2 hops, you need to be careful not to overdo the first jump. If you try to go very far on the 1st hop, you will hear the sound of your legs crunching and lose some health. Also, it's important that your 2nd hop is done as a proper CSJ, with strafe and sprint held, and a nice mouse flick.

Download fueldump_garage_hq.dm_83

Trickjump #4: Getting to the roof of the fueldump
Difficulty: Hard



This is probably the hardest trickjump I've seen. This allows you to jump on to the roof of the fueldump, so if you are an engy, you could get into the fueldump without the entrances being blown, and without a covert ops.

The standard way to do this jump is using 2 bunny hops. I can't do this jump myself, so Rein Inze has kindly contributed a demo showing how to do it. This demo uses standard etpro settings, so it is completely authentic:

Download fueldump_roofjump.dm_83

Trickjump #5: Jumping over the East defenses
Difficulty: Medium



This jump involves going over the barbed wire and then jumping down into the east defenses. Each time you take damage from the barbed wire costs you 25 HP. If you do this jump perfectly, you'll only get hurt once, so you'll lose 25 HP doing the jump. If you're sloppy though, you might get hit 3-4 times, which could kill you if you're not at full HP. So although the jump is easy to do, I listed it as "Medium" difficulty because you might get sloppy and take damage if you don't do the jump perfectly.

As you'll see in this demo, I actually hit the wire 2 times. If I had been less sloppy, that 2nd time would have been avoidable. If you wanted to do this perfectly, the key is to AVOID taking the red-colored route in the picture below. Instead, take the green-colored route. In other words, jump straight out until you clear the higher strip of barbed wire, and then turn right to clear the wall itself. In the demo, you can see I tried to follow the green route, but my jump was a bit clumsy so I just barely grazed the barbed wire on my way in.

Download fueldump_eastdefenses.dm_83