We played this with a decent group of people. These are mine and some of their comments:
1. I'd suggest fewer zombies to start. We had a round start 4-7, which guarantees the zombies will win. Reducing that to 2 or 3 zombies to start would be much better. Perhaps 25% zombies at start?
2. We had a couple people that got randomly assigned as zombies 4-5 times in a row. Not much fun for them. Perhaps record which players were zombies in previous rounds and use all of the other players before reusing people.
3. The map/mod are not spooky at all. Everyone was actually joking about it. I'm going to try applying custom zombie models on our server using Stripper, but I'm guessing this won't work. To make the map spookier, add thick fog, lights, and a night skybox. A dim env_light should help light the areas that the other lights don't fully light up. It'd make it far more interesting.
4. Is it possible to override the damage done to players when they die so they ALWAYS explode? Exploding is much more zombie-ish than just ragdolling.
5. The map isn't very TF2-like and isn't all that good. It has a very CS:S feel to it, which is most likely due to textures, lighting, and architecture. It also needs better information about where the CP's end. This can be done by marking the building's edges with CP signs and making blatant color/texture changes in the buildings. The zombie spawn is underwhelming and weird. The map is too large for 24 players. I'd rather see a smaller map with smaller control points (actual CP's in the buildings instead of the whole building being a CP).
6. Zombies get screwed against decent players. I know the stats show that the survivors rarely win, but that doesn't mean that it's at all fun for the zombies. Here's per-class analysis:
6a. Scouts - Too weak to be useful against smart enemies. 2 pyro survivors can hold off an indefinite number of scouts. I'd suggest increasing the scout's health by 50%.
6b. Heavies - Pretty good, but a bit slow for such a large map. If the map is made smaller it's a moot issue, but if it remains as large they should be made minimally faster (still the slowest class, though).
6c. Medics - Really not all that useful, especially since it's hard for them to build ubers/kritz in time. I'd recommend keeping overhealing as it is now, but having the kritzkrieg charge in 1/2 the time and last for only 5 seconds for balance.
6d. Soldiers - A bit OP considering on parts of the map they can see enemies coming from a long distance away and have additional speed/ammo. If the map is made foggy and darker, I think it'd solve the issue.
6f. Demomen - Very hard to play in the mod unless your team finds an area with metal they can work to defend. This is more a map design issue than anything.
6g. Snipers - Very powerful, but still requires skill. Fine as they are.
6h. Pyros - WAY too powerful. Reduce their ammo to 100 max to give the zombies a chance against groups of them.
6i. Spies - Not too bad, but a slight buff might help. Since they can only disguise as heavy and scout to be effective, can you have their disguised scout speed match an actual scout? Would also help them escape bad situations better.
6j. Engineer - Pretty good right now. Why are they prevented from destroying their sentries, though?
7. The mod doesn't unload on a map change. We had to manually turn it off. Not good.
I think you've got a good start on this, but I think it won't catch on until it's made spookier (that falls on the mapper mostly) and some of the balance issues are fixed.