Added 11/23/12: ChrisJB has given a really wonderful answer that avoids both derivatives and trigonemetric identities by considering geometry not in the (rotated) xy plane but in the (rotated) vxvy plane. It took me a while to understand why, in that answer, the distance traveled is proportional to the area of a triangle rather than a trapezoid, so I'm appending below my own original answer a slightly longwinded version of ChrisJB's, for the benefit of others who are as slow as I am. Credit (and upvotes) for it, however, should go entirely to ChrisJB. (You can skip now straight to the bottom.)
Here's something that at least avoids taking derivatives.
Let's start with a warm-up on flat ground. If you fire a projectile with vertical velocity vy and horizontal velocity vx, the amount of time it spends in the air is T=2vy/g and the distance it travels is D=vxT. As a function of firing angle theta, we have vy=v0sintheta and vx=v0costheta. Setting v0=g=1 to clean out the clutter, we have
D=2sinthetacostheta=sin(2theta),
which is clearly maximized, taking the value 1, when theta=pi/4.
Now suppose the ground slopes down at angle phi. Let's rotate it up flat, and imagine firing at angle theta′=theta+phi. (We're not taking derivatives, so there should be no confusion in using the notation theta′.) The obvious problem is, gravity no longer points straight down. Instead it has a vertical component gy=gcosphi, pointing down, and a horizontal component gx=gsinphi, pointing to the right. In terms of their effect, the vertical component gy is a new (and reduced) gravity, while the horizontal component gx acts as a kind of additional magnetic force on the projectile, accelerating it in the x direction. Thus the amount of time a projectile fired with vertical velocity vy spends in the air is T=2vy/gy, much as before, while the horizontal (actually downhill) distance it travels is now
D=vxT+1over2gxT2=2vy(vxgy+vygx)/g2y.
We have vy=v0costheta′ and vx=v0sintheta′. In this case it's convenient to adopt the clutter-cleaning convention v0=cosphi, which leaves us with
D=2sintheta′(costheta′cosphi+sintheta′sinphi)=2sintheta′cos(theta′−phi),
using the angle addition formula cos(x−y)=cosxcosy+sinxsiny. The formula 2sinxcosy=sin(x+y)+sin(x−y) turns this into
D=sin(2theta′−phi)+sinphi=sin(2theta+phi)+sinphi,
which this time is maximized, taking the value 1+sinphi, when 2theta+phi=pi/2, which is to say, when theta=pi/4−phi/2.
Added 11/15/12: Oops, I just fixed a minor mistake: the correct clutter-cleaning convention is v0=cosphi, not sinphi. I should have realized this right away from the fact that it needs to agree with the flat-ground convention, v0=1, when phi=0. (I had elsewhere kept my sines and cosines straight using, for example, the fact that gx should be negligible for phiapprox0.) The full factor in D that begs to be set equal to 1 is v20/gcos2phi. If you stick with the convention v0=g=1, you find that the maximum downhill distance, as a function of phi is
Dmax=sec2phi+secphitanphi,
whose horizontal component is
Hmax=Dmaxcosphi=secphi+tanphi.
Added 11/23/12: This is my longwinded version of ChrisJB's answer.
If you rotate the system so the ground is flat, you'll be firing at angle theta′=theta+phi into a medium where gravity points down and to the right at angle phi. In the velocity plane, the trajectory starts at P=(v0costheta′,v0sintheta′) and follows a straight line at angle pi/2−phi to the vx axis, through a point Q on the vx axis, down to a point P′ with vy coordinate −v0sintheta′. (It's easy enough to work out the vx coordinates of Q and P′, but it's unnecessary to do so.) Denoting points A=(0,v0sintheta′) and A′=(0,−v0sintheta′) on the vy axis, we find that the total (downhill) distance traveled by the projectile is proportional to the area of the trapezoid APP′A′. (This is because, for a given phi, changes in velocity are proportional to changes in time.) If you draw the trapezoid, it's easy to see that its area is 4 times the area of the triangle triangleOPQ, O=(0,0) being the origin. (This is the "easy to see" point that took me a while to see. If someone with the wherewithal to do so could insert an actual picture here, I would very much appreciate it.) The angle at Q is fixed at pi/2−phi and the length of the side opposite Q is fixed at OP=v0. It doesn't require calculus to conclude that the triangle's area is maximized when Q is the apex of an isosceles triangle, i.e., when theta′=pi/4+phi/2, which translates back to theta=pi/4−phi/2.
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