How odd. I was just thinking what a good idea a game like would be a few days ago...
For the map layout, if possible I think that a 'continuous loading zone'-type map with no borders would be best, at least within a city. Every wide-area roguelike that I've played so far that divided the area up into screens hit problems with players escaping from monsters on the edges, and that would really kill suspense in a survival-horror game. Even hacks to allow monsters to chase players between screens wouldn't really help; a 'continous' map would really be best. It would probably be important have outdoors and indoors locations be in the same map, too--that allows zombies to smoothly chase players into buildings, etc. In fact, I think it would be best if there were no map transitions, or at least as few as possible...
Even when dealing with players ascending/descending (like with sewers, basements, or two-story buildings), the game could just keep all nearby areas loaded at all times, so zombies could chase the player through the approprate places. Messages could also be sent if the player sees something above or below. This could also allow players on the second story of a building to see things out the window or from the roof, and even shoot at zombies on the ground--important if the player tries to stake out a house and defend it.
Have you considered the layout of the town--what players will find there, etc? Of course, looting is a big part of this kind of post-apocolyptic setting, so there needs to be shopping malls, and gun stores that the can loot for supplies.
Oh, you've played X-Com, right? Even though you're fighting aliens in that, not zombies, somehow some of the showdowns I had on Terror missions when I staked out a house and held it to the bitter end are what comes to mind when I imagine a survival-horror roguelike. It also did a very good job with line of sight, deformable terrain, and so forth.
I think allowing the player to damage/change the environment is important. The player could shoot apart wooden stairs to keep zombies from following, blockade streets with rubble, or blast through walls to enter shuttered shops. Of course, the zombies could break things, too... what survival-horror game would be complete without zombies smashing through the windows?
I don't think there's a need for a huge variety of zombies, although there could be zombie animals (zombie dogs, for instance) as well as humans, and maybe some big shambling horror type things. The main thing I think of when thinking of a zombie flick, though, are the sheer number of zombies; I think a player in a zombie game should be more worried about being brought down by sheer numbers than about encountering some sort of uber-zombie.
Of course, the player is terribly outnumbered in most roguelikes. Here, though, is another place a 'continuous' world that keeps everything near enough to be important loaded could be useful--if the player makes a loud noise or does something else to attract the living dead, then every zombie in hearing range would descend on them from all directions. That would probably handle the feeling just about right.