You can just add a 1 to the /materials folder. ie. make it /1materials. Load up the map, see if textures are missing, fix them, and rename the /1materials back to /materials.
My issue, looking at screens, is the juxtoposition of Portal's gameplay aesthetics to TF2's.
For example, having played Portal it's REALLY going to bother me that those weighted cubes likely don't fall over or move when I touches them (and if they do, that's a big no-no. Dynamic physics in TF2 is a bad idea.) I suggest a different solution for walls like that and only using cubes in detail areas.
Sorry about that, but I took some liberty with stuff like that. I decided that adding cubes as cover would be more nostalgic. And having cubes bounce around would be very expensive for servers to run. You will get used to it. Who knows, maybe Aperture Science had really heavy cubes in the 60's?
My suggestion is to forget about canon, and just enjoy the fun :3
That's... not really the point. If you want something to feel natural in the game environment, you need to take into account people's expectations.
If you really insist on keeping cubes, I would suggest reskinning them so that they are implied to be heavy. Perhaps making them darker shades or having an anvil printed on the side of them (a la the Companion Cube's heart.)
You could turn the cubes into a prop_physics_multiplayer. It shouldn't lag as much if you do that.
Don't. Physics models in multiplayer are terrible. Just don't.You could turn the cubes into a prop_physics_multiplayer. It shouldn't lag as much if you do that.
I am working on a fix for missing particles
Currently it's a known-issue that PackBSP sees the PCF files but can't yet interpret them to find out what materials/textures the little dancing sprites themselves are using. (I've had some limited success reading the filetype, and hope to get it in as a feature soon, at least relative to the otherwise-glacial pace of development)
For a "set and forget" workaround, you can simply use the same materials/textures/sprites somewhere in the map where nobody will ever see them, like painting them into some orphan world-brush, and PackBSP will then recognize they are "in use".