Grenade Jump
Grenade Jumping is simple and all classes with a normal grenade can do it. This jump inflicts a huge amount of damage and will leave yourself close to death if you are one of the lighter armoured classes :
The grenade jump also works well if you are walking up slopes and if you are jumping when the grenade goes off.
Pipe Jump
The pipejump is an excellent way for a demoman to bypass defensive areas. The following steps are taken:
where you end up after the jump depends on where you are in relation to the pipe when the pipe is detonated.
Rocket Jump
The rocket jump doesn't get you too far but in combination with grenades can get you almost anywhere:
Alternatively you can use a bind to do it for you at a single keypress (see the configs screen).
Rocket-Grenade Jump
This technique allows you to get almost anywhere, and is particularly useful for getting into the top ammo room in well6 from the floor below:
Pipe-Grenade Jump
Similar to the rocket-grenade jump and is a little trickier for the uncoordinated:
Sniper Jump
This jump needs a sniper to launch a player and the jumper:
This technique allows you to place players onto the front balcony of 2fort5 from the water.
Concussion Jump
This is a typical scout attack tactic and allows a scout to jump onto balconies etc. You can use either the standard grenade jump tactic or you can use a tactic similar to the pipebomb jump.