as a big fan of parkour and free running, I've done this multiple ways before. One of the ways I've done it is creating spawnable invisible dynamic floors along every ledge with a short spawnlife, and lots of respawns. this way, whenever the player neared an invisible entity trigger near the surface, he'd end up landing on the invisible ledge, and being able to jump up from there, due to his increased jumpheight. I did this in "kyoto underground" in this video, however it didn't really work very well:
Also, a much more simple way to do it would be a series of triggerzones around every ledge that simply teleport the player to a trigger zone on top of the ledge if they touch it.
As it is however, neither of these two systems would work very well as fpsc's default movement system is quite stodgy and poorly done. the player has terrible collision and controls like a slow tank. there is no sense of momentum, or human movement, it only feels like you're a rolling camera taped 5 feet off the ground. In order to truly make for an exciting feel, the fpsc movement system needs to be vastly improved to make for camera tilt, forced camera movements, player momentum, headbob, walljumps, etc.
there- my 2 cents.