There's something called quake injector too, which makes it even easier to get access to maps, at least ones on quakespasm. You probably still need to add them manually if they're from slipseer, but i think most are on both sites
Running QBJ2 in a modern source port is really simple: unpack the QBJ2 and the source port into the game dir, run the executable, switch with "game qbj2" in the console. Personally, I prefer https://github.com/Novum/vkQuake because it allows disabling texture smoothing. Too bad vkQuake development has been put on stop recently.
All hardware-accelerated Quake source ports that I'm aware of allow you to disable texture smoothing, going all the way back to the original GL Quake (if not earlier).
It was historically set through the console (rather than through a graphical menu), via the `gl_texturemode` command
On modern hardware capable of trilinear filtering, the appropriate texturemode to disable texture smoothing (which keeping the other niceties of hardware acceleration) was
```
gl_texturemode "GL_NEAREST_MIPMAP_LINEAR"
```
For the Ironwail engine, which is the currently preferred Quake source port for modern 3D hardware, options on whether or not to use texture smoothing (and other "retro" aesthetics like whether to use square or circular particles) are things that can be toggled in the video configuration menu.
1) Download and unpack ironwail (best engine).
2) Copy id1/ (from your official Quake install directory) to your ironwail directory
3) Launch ironwail
Adding and launching a mod:
1) Unpack the mod into your ironwail directory
2) Launch ironwail
3) select the add-on
If you have quake on steam, ironwail will automatically detect it.
If you want to directly launch into a mod you can create a shortcut or use command-line parameters.