Getting the right angles/height on the jumps can be difficult and takes some practice. There are basically two ways you can go about doing them - dropped concs and hand held (HH) concs. The latter (HH Concs) being the more difficult. Dropped concs will in most situations give you enough height/push on most maps and is the easier of the two. Hand Held concs require a set of things and can be unpredictable. For either technique keep in mind you can/have to steer yourself in the air after the conc so the enemy can't predict where you're going and it gives you more precision on where you land. Get good at steering yourself in the air with dropped concs and you can get more precision on your landings than with HH concing. For most complicated jumps (eg. over ruins on Epicenter) HH concing is a must.
Concing tutorial -by Dr.Satan
Basic Concjumping Techniques
I never used anything else than the beeps to find the right timing for the concs. In FF you also have the conc timer on the hud. I might get flamed by saying this but forget the hud timer and use your ears. The timing of the conc is now client side in FF which means you will have no lag between the beeps and when the conc actually explodes. This is a huge leep forward compared to TFC and should make it a whole lot easier.
So just use your basic rythm feeling and listen to the beeps.
The power of the conc
What you want is to get the most power out of the conc blast as possible. To do this you need to be at the optimal distance to the conc when it explodes.
See the conc blast as a spheric energy with deminishing power the further away from the conc you are.
You will get the best power when you are at the edge of the conc blast. The exception to this is when the conc is on the ground as the ground rips power off the conc. The same goes for walls ofc.
But if you have a conc on the ground and jump just before it goes off you will get a good push.
The angle of the conc blast
If you see the conc blast as a spheric energy its easy to get this.
Remember, the conc can take you in any direction, just adjust the angle and it will take you there.
Prime and hold
To make a conc explode instantly, prime it (aka holding down the mouse button for the conc) and drop it just before it explodes. This can be used in mid air, or standing still. Often used to do jumps where more than one conc is involved.
By strafing means making turns in mid air using the mouse button in combination with left or right keys. For a lot of jumps you need to learn strafing.
What you can do with 1 conc
If you got the timing right you can use 1 conc to get quite far. I will use ff_charybda as an example. j1 on charybda needs only 1 conc to pull off. Just prime and hold the conc, jump off the edge and drop the conc below you to the left.
Check the trajectory angle and drop the conc accordingly.
Many jumps are also done by using one Hand Held. A hand held conc is a conc you prime and dont let go off. You just hold it and jump at the exact time it explodes. This can take you forward or upwards at a significant speed.
What you can do with 2 concs
A double forward jump
A double high jump
A double jump with second hand held
What you can do with 3 concs
A lot of things, I give some basic use of it.
A high jump
A high jump with third HH
A long forward jump
Juggling allows you to gain extreme amounts of height, simply by continuously dropping concs under you, one by one in mid air to get you higher and higher. Depending on your upwards speed, you will need to drop the conc below you either sooner or later.
Start as described in "What you can do with 3 concs" and keep on priming concs in mid air at each beep and drop them below you.
We havent seen the really hard concmaps in FF yet, but they will probably come.
Hard jumps often use a combination of all described techniques. It can be very high juggle jumps, jumps with huge drops, jumps with extreme demands on timing, jumps with so many walls to pass that you will loose count of them. Some of the hardest jumps for TFC nowadays can use up to 10 concs or more to complete.
I don't know how useful this was or how crazy you think I am, but I hope it can help some of the few who actually want to learn advanced concing.
In a usual game of fragging the prestige is in counting how many frags you got. On concmaps it is the reward of hearing the spectators say "GJ" when you worked your ass off to finish a concmap, and of course the fact you have massively improved your skill of using concussion grenades to move around.
I dont know about you, but that turns me on :).
Advanced Concjumping Techniques
(++KARMA to KubeDawg who took the time to add this section)
What you can do with 3 concs
An Ultra High Jump
The second conc will then throw you very high up, but the 3rd will hand held you ultra high.
The Flower Technique
This doesn't really get you a super amoung of height, but it looks really cool when done correctly.
There are many ways to do this technique, as many levels in maps have pits that seem impossible to get out of. If you do this correctly, you can pop yourself out, up and up further to get through what may seem to be impossible obstacles.
What you can do with 5 concs
A Double Hand Held Jump
This is a very hard trick to pull off, especially in Fortress Forever. In TFC, it took me about 50 tries to get it down. How it works is similar to the flower technique, but airborne. You throw the conc above you while you are still going upwards, and when you start falling, the conc should then catch up to you, then go off, shooting you back up, and if you primed that 5th conc immediately, this should allow you to hand held it. But, even some very experienced concers cannot do this, so if you can do this, you will have achieved greatness.
Base concing (pun definitely intended)
Entering/exiting an enemy base
An example: You are on the map 2fort, and you are offense, you enter through the enemy base down the spiral, and hear a sentry gun inside the flag room in the corner opposite the flag. Well, if you are out of regular grenades, it might be a bit difficult to get in and get out, especially if it's a level 3 sg. Prime a conc, throw it on the floor, and anticipate how long it will take for that conc to get you to the flag, and prime a 2nd conc immediately when this occurs to you. Once the first goes off, already be prepared to have that second conc take you for a ride after you've grabbed the flag, and hand held it. This will hopefully get you back out of the room, almost untouched, and maybe even have a 3rd conc ready to throw at the bottom of the enemy elevator to pop yourself up and exit with the flag.