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Trickjumping for beginners
With trick jumps people probably think of the Bunny Track modification where you have to find your way through an obstacle course which requires jumping, dodging, speed and timing. However trickjumps can be really useful in normal CTF games too. Costum maps like CTF-NalisAzure][ and CTF-Twisted-LE101 have a lot of possible jumps in them. I'll try to give you an introduction in the type of jumps there are and how to find them.
Dodging
Normal dodging will increase your speed and so increases the distance you can cover in a single jump. Approach the jump a little bit angled and dodge while walking, you'll get a bit further then when using a normal jump. When you practice different angles and timing you can see how far you can get. However dodging gets interesting when you dodge onto an angled surface like the steep wooden ramps you can find on CTF-Bleak-CE100. Now your forward speed is transferred to an upward speed and you can dodge up the ramp. How more horizontal a ramp is the higher you can get and the height you'll reach also depends on the angle and distance from which you hit the ramp.
To find these trick-jumps just look around to ramps that look steep but not too steep. Some are pretty obvious like the pieces of wood on CTF-Bleak-CE100, others can be camouflaged as rocks or other functional or decorative parts of the map. You just have to check them out if you can dodge upon them, some will be harder then other and it takes practice to dodge up them every time.
The advantage of this jump in CTF games is that it allows you to change your route or to get to surfaces without using the translocator. This means you can do it while carrying the flag to make an unpredictable route, make a shortcut or avoid a choking point. But there are also other reasons to avoid the translocator: you can keep loading rockets while dodging so you can fire a sixpack of rockets at the efc just when you arrive on that floor, and if you didn't get on top you can still fire them at your highest point.
Lift Jump
The theory behind a liftjump is pretty easy: the upward speed of the lift is added to the upward speed of the jump so you'll jump a lot higher. Faster lifts will give you more height and distance. Be careful not to leave a hole when you land though, falling can hurt you. Most liftjumps require timing to reach the height you want.
You can jump every lift you can find but you will jump higher with faster moving lifts. To find a nice lift jump look for surfaces near the lift where you might jump to and just test whether you can make it. Some jumps are quite hard to make but they are worth it. Using AntiGrav Boots or a Hammerjump will even increase the hight you'll gain.
This jump has the same advantages during CTF play as the dodging like making an unpredictable route. Also other players might expect you're just using the lift and aim at you at the place where you should normally leave the lift, when you jump you're actually higher then that point and you might surprise them. A disadvantage is that when the enemy discovered you're making a liftjump your path through the air is easy to predict especially for the shock combo.
Kickers
This paragraph is about kickers as they are found in CTF-Amazi. On jumppads like those on CTF-W00tabulous there's a setting which may kill your speed. You can check the difference between a jumppad and a kicker by moving on them from different ways, jumppads will always boost you in the same direction while kickers will boost you straight on. Although there is little special movement you can make with them other then moving sideways, forward or backward a bit there's one trick which makes you reach other platforms. If you dodge or flip on the kicker your forward speed will be added to the default forward speed of it so you can reach platforms that are further away.
Hammerjumps
Hammerjumps are made by pointing the hammer on the ground and release it at the same time as you jump. This will give you up to 54 damage each time you use it but also gives you a higher upward speed. This gives you about the same jump abilities as AntiGrav boots. It's possible to make a sequence of hammerjumps the first on a flat service and the second on a vertical service (you can get from Flak to Redeemer on LavaGiant in this way) Also the hammerjump can give you additional forward speed but this might be illegal to use this in official matches.
Examples
I've made some demo's1 of creative routes. There are two routes on CTF-NalisAzure][ (Red route) (Blue route) and one on CTF-Twisted-LE101 (Demo)

1) You can play demo's with the console command "demoplay <demoname> or by using Demo manager you should install the required files, i.e. the maps.