In defence of the game format against all of the RNG haters:
it's not really RNG, it's just meta-strategy
It will feel like RNG to humans, because of the inherent complexity being added by an external force (Zombies), which is difficult to reason about and account for. In other words, they will feel like they did everything right, maybe even significantly better than their opponent, but still lost because they feel the environment was stacked against them (hence, RNG QQ)
But, the component is actually fairly simple; the wider the space controlled by your troops, the larger percentage of all spawning zombies you'll bring in. So, it's not RNG at all, but strategic decision: Expanding controlled space without knowledge about where the Zombies are is just a calculated risk that you must account for.
I think that whoever-can-survive-the-longest-against-zombies maps are completely legitimate game conditions.
That being said, zombies are an extremely difficult mechanic to deal with. But, since maps are symmetrical, you have exactly the same chance as your opponent. Use the Zombie schedule to your advantage, if you don't have time to scout for the Dens before they spawn, build defensively, or flee.
And don't underestimate the effectiveness of fleeing! I saw several games that were won because an Archon running away from a huge swarm ran behind an enemy, who would otherwise have won, and the zombies killed them. That's a legitimate strategy! Remember, in the Zombie Apocalypse, you dont need to outrun the zombies, you just need to outrun the other people!
I do agree with some of the points made here: Ideally, the zombies should spawn symmetrically. This includes both mirroring which squares the zombies spawn on in relation to their counterpart den on the opposite side of the map, but ideally also having no ambiguity on which direction the zombies will move post-spawn, at least with respect to the Archon starting points.
If the game starts, and no Archons move or do anything, then the game should end in a tie at the exact same turn. This means Dens should be placed in such a way that 100% of the zombies from that den will always go to a specific team closest to them (given that they didnt move), and they should never be placed on/near the team border, where newly spawned zombies can randomly go to the other side. This is the only true case of RNG, in my opinion, because teams which equally do nothing will not have an equal chance to win.
(P.S. I dont actually know if any of the existing maps have ambiguous den spawn points, they might not, and maybe the Devs took that into account. Im just offering an example)