Here you can see different trick jumps.
Beware Trick jumps are not allowed during the game.
Instructions for Playback

Note: these demo's were made in ET 1.55, so you should be running ET 1.55 to view them.
Do not run a mod (jaymod, noquarter) at the same time, as these demos were shot in vanilla.

First place the .dm_82 file (for example, "vik-oasis-ally_walljump.dm_82") into "etmain\demos".
You will have to create the \demos folder yourself if there isn't one there already.

The full path will look something like this:
"C:\Program Files\Wolfenstein - Enemy Territory\etmain\demos\vik-oasis-ally_walljump.dm_82"

Now run ET and click Replays. The demo(s) should appear under a list there. Select one and click View.
 

   Download Jump
Trick jump: Berserk map.
Difficulty: Easy. (It's just strafe jumping and bunnyhopping.)
Impressiveness: Little. (It's just strafe jumping and bunnyhopping.)
Practical Value: Medium.

This is the quickest path from the Ally spawn to the Axis base. It can be done better, but you get the point. Several bunnyhops lead us down two perilous jumps safely (without damage) to the center of the map. After that, it's just a short distance to the Axis base.
Jump 1
Trick jump: Berserk map.
Difficulty: Very Easy
Impressiveness: Very Little
Practical Value: High/None (See Below)

This is the quickest path from the Axis base into the Ally base, starting off with a crisp bunnyhop into the Axis courtyard. (I've never seen anyone else do this, even though it's incredibly simple and a useful tactic against spawnkillers.) The real reason for this demo, though, is revealing the tree ladder. Climb it and then strafe jump into the Ally base. No dynamite or CovOps necessary.

This obviously has a lot of practical value on some servers. But I have been told by Pliskin not to use the treeladder jump. Hence, it has no practical value. If someone other than a CovOps grabs the Documents without fixing the Water Pump or destroying the Cement Wall, then you know they probably used this. (Though they might have had a CovOps open the door for them, so don't rush too quickly to judgment.)
Jump 2
Trick jump: Fuel Dump map.
Difficulty: Easy
Impressiveness: Little
Practical value: Medium

In the first stage of Fuel Dump, the Ally's path forks between the main path for the tank with a constructible bridge and a side path with a constructible foot bridge. But you don't need to build a bridge at all to get to the Axis side. I have demos are both directions, and this one follows the main path. This one is useful because you don't take damage from the barbed wire.

As you can see, I slide off the snow wall, which builds my speed by about 200 UPS (if you have the speedometer on). After that, the sheer momentum forces me up the grade on the other side. Not much effort or skill required.

Of course, this jump isn't as useful as the side path, since it's usually covered by enemy snipers, panzers, and artillery.
Jump 3
Trick jump: Fuel Dump map.
Difficulty: Very Hard
Impressiveness: Very Impressive!
Practical Value: Medium if you can perfect it. Otherwise Low.

What can I say? Fuel Dump is already easily blown. If you can open the cave with the tank and get a CovOps and an engineer through, then you can blow the map. Well, now you don't even need to move the tank. This jump gets you into the first Axis base. If you use this jump to blow the Fuel Dump, then it's definitely illegal. But if you just want to harass the Axis spawn, then it's probably legal on |AC| servers. Unfortunately, it's so difficult that it's rarely worth trying.

Note: this demo is impressive for two reasons. First, the jump is incredible. Second, you'd think if I have the skill to make a jump like this, then I must also be able to throw a grenade straight. Guess not.
Jump 4
Trick jump: Fuel Dump map.
Difficulty: Easy (but a little harder than the frontpath)
Impressiveness: Little
Practical Value: Medium

As you can tell from the filename, this demo is getting up the Ally sidepath without building the footbridge. First I try and fail to do it without running into the barbed wire. Since it was the second or third failure, I went ahead and did it with damage. You get the idea either way.
Jump 5
Trick jump: Gold Rush map.
Difficulty: ?
Impressiveness: ?
Practical Value: Medium

This is a simple speed run from the second Ally spawn to the second Axis spawn. Neither run is perfect, but you get the idea. Bunny hop down the grade, bounce on the stairs, take a few steps, and you're in. There is one inevitable leg crunch, but if you use Adrenaline at the same time, it's negligible.
Jump 6
Trick jump: Gold Rush map.
Difficulty: ?
Impressiveness: ?
Practical Value: Medium

This is a simple speed run from the second Ally spawn to the second Axis spawn. Neither run is perfect, but you get the idea. Bunny hop down the grade, bounce on the stairs, take a few steps, and you're in. There is one inevitable leg crunch, but if you use Adrenaline at the same time, it's negligible.
Jump 7
Trick jump: Oasis map.
Difficulty: Very Easy
Impressiveness: None
Practical Value: Medium

This is not a trick jump, but it shows you how to get to the ledge inside the Old City as an Ally. This is useful if a Field Op is harassing the Ally spawn from up there. I recommend an Engineer lay a landmine or two outside the door.
Jump 8
Trick jump: Oasis map.
Difficulty: Medium
Impressiveness: Medium
Practical Value: Medium

This is a shortcut to the Old City. You could walk around the ledge, but this is much quicker and a lot more impressive, and all it requires is a strafe jump and a bunnyhop. But it is very easy to get clipped by the door, which is part of what makes this jump Medium and not Easy. It is closer to being Easy than it is Hard, though, so once you have the Old City Wall jump down, try this one.
Jump 9
Trick jump: Oasis map.
Difficulty: Very Easy
Impressiveness: Little if it's been seen before, High if it's new to you
Practical Value: High/None
***ILLEGAL***

This is the granddaddy of all trick jumps. It lets an Ally engineer get past the Old City without blowing up the Old City Wall or even grabbing the Old City spawn. This makes it a very practical jump, but it's also a lame exploit, which makes it patently ***ILLEGAL***.

This is an important jump, though. It's one of the easiest and probably the first trick jump anyone should learn. Once you master it, you are well on the way of mastering the others.

Some people can do this trick backwards, in three jumps, in two jumps, in one jump, etc. It has plenty of variations and seems to be much-loved by the trick jump community. True classic.
Jump 10
Trick jump: Oasis map.
Difficulty: Easy/Medium
Impressiveness: Little
Practical Value: Little/Some

This is the Old City Wall jump from the Axis side. Not much practical value, because you could just go through the door or up on the ledge. Of course, that's where the Allies EXPECT you go, so coming in from this angle can give you the important element of surprise.

I half-ass this jump a little. The first part (getting onto the ledge) is easy, but the second part is about medium difficulty. You can do it in one jump (in which case you go go flying right over the wall, giving you a nice burst of speed and a nice surprise advantage), but I do it in two jumps, stopping on the ledge, then jumping onto the Wall.
Jump 11
Trick jump: Oasis map.
Difficulty: Very Easy
Impressiveness: Little
Practical Value: ?

You can actually go higher up than this, onto the wood rafters, but I haven't made it that far yet. This might be a good spot for an MG, sniper, panzer, or camper, as you can guard the door below. This isn't a trick jump, either. It just takes a little carefulness.
Jump 12
Trick jump: Saberpeak map.
Difficulty: ?
Impressiveness: ?
Practical Value: High, IMHO (leaving the spawn area quickly on any map is imperative)

Leaving the Ally spawn in the quickest possible way. This is just an example of moving quickly.
Jump 13
Trick jump: Saberpeak map.
Difficulty: ?
Impressiveness: ?
Practical Value: Medium, IMHO (finding bunny hop paths on any map is important)

Heading toward the Ally's second spawn in the quickest possible way. This is just an example of moving quickly.
Jump 14
Trick jump: Saberpeak map.
Difficulty: Medium (if I had to recreate the accident at the end, it would be High)
Impressiveness: Medium
Practical Value: High, IMHO (leaving the spawn area quickly on any map is imperative)

This was actually a mistake on my first run, but I liked it so much I kept it.
Jump 15
Trick jump: Saberpeak map.
Difficulty: Medium
Impressiveness: High
Practical Value: High

This is a great fleet-of-foot demo. It shows one of the quickest, most efficient ways to get from the first Axis spawn to the beach house. If there are too many snipers, it is also possible to bend right for further cover.
Jump 16
Trick jump: Saberpeak map.
Difficulty: Medium
Impressiveness: Low/Medium
Practical Value: Medium

This is not the best run, but it shows a typical speed run from the first Axis spawn toward the ammo. No trick jumping involved.
Jump 17
Trick jump: Saberpeak map.
Difficulty: Easy
Impressiveness: Low
Practical Value: Low

This is a typical run from the first Axis spawn (or second Ally spawn) to the second Axis spawn. Most important are the initial jumps on the stairs, as I miss a few of the later exterior jumps.
Jump 18
Trick jump: Subway map.
Difficulty: ?
Impressiveness: ?
Practical Value: Very High

This is the same route done twice, once with an unfortunate leg crunch. Either way, both runs are done quickly. Very quickly. This is my personal favorite speed run of any map (South Station to the Generator). And as guarding the generator is an important part of this map, getting there quickly has a very high practical value.
Jump 19
Trick jump: Subway map.
Difficulty: ?
Impressiveness: ?
Practical Value: Very High

This is the same route done twice, once with an unfortunate leg crunch. Either way, both runs are done quickly. Very quickly. This is my personal favorite speed run of any map (South Station to the Generator). And as guarding the generator is an important part of this map, getting there quickly has a very high practical value.
Jump 20
Trick jump: Venice map.
Difficulty: Easy or Very Easy
Impressiveness: Some
Practical Value: Medium

Most people dive right into the canal in Venice. It is possible, though, to jump right over it, as seen here. In the second demo, I got clipped a little and almost fell back into the water; but the first clip is done flawlessly. All this requires is a strafe jump.
Jump 21
Trick jump: Venice map.
Difficulty: Easy or Very Easy
Impressiveness: Some
Practical Value: Medium

Most people dive right into the canal in Venice. It is possible, though, to jump right over it, as seen here. In the second demo, I got clipped a little and almost fell back into the water; but the first clip is done flawlessly. All this requires is a strafe jump.
Jump 22
Trick jump: Warbell map.
Difficulty: Very Hard
Impressiveness: Very Impressive
Practical Value: Medium

Speed is important, especially on choke points, such as this one on Warbell, usually covered by snipers, Field Ops, and one or two infantry. Well, you can jump past the entire courtyard in about four seconds, and your opponents will be too stunned to react.

I imagine it's possible to jump right into the castle (possibly through that window?), but I haven't tried it yet.
Jump 23
Trick jump: Warbell map.
Difficulty: Easy/Medium
Impressiveness: Medium
Practical Value: Little/Medium

This is a quick route around the corner into the front of the castle. Especially useful for engineers to lay their dynamite at the gate. The faster you can get there, generally the better chance you have of staying alive.
Jump 24
Trick jump Warbell map.
Difficulty: Easy/Medium
Impressiveness: Medium
Practical Value: Little/Medium

This is a quick route around the corner into the front of the castle. Especially useful for engineers to lay their dynamite at the gate. The faster you can get there, generally the better chance you have of staying alive.
Jump 25

Trick jump Warbell map.
Difficulty: Very Easy
Impressiveness: Medium
Practical Value: High

The quickest route from the first Axis spawn to the second Axis spawn. The path is a slight downgrade, which makes it perfect for bunnyhopping down.

Jump 26

All Jumps where made by Viktor