Great job on the port Sambopukka. I could pretty much get down to adding mod features as you'd done all the hard work.
Main tweaks, edits and additions as follows:
1) Changed Karma Volume force to reflect mod vehicle speed. They clear the ramps and pass through flaming hoops very well now.
2) Terrain edits at ramp entry point to make them flush with the terrain. Mod vehicles are a lot more sensitive to front end damage and this stops them getting damage on the run up.
3) Removed all scripts, triggers, movers, counters, and non functional/redundant actors.
4) 4 X traders; 1 in each corner.
5) Fully pathnoded with sufficient density and spacing of Zed Volumes.
6) Random Wep Spawn and Ammo pickups with chance to get a Fuel Can. These are placed on redundant jump nodes that were removed and keep the architecture functional.
7) Minis and a couple of Merlins.
On loading the map I came up with some residual errors linked back to UT assets to these were purged on a Build All and now it's KF all the way.
Sambopukka, you must have spent a lot of time getting this ready in the background and your hard work has certainly paid off as KF-Tricky offers practically everything you could ever want. It'll be a great asset for the Killing Floor Vehicle Mod.
YouTube - KF-Tricky Map for the Killing Floor Vehicle Mod