I disagree. Humans still win left and right with all these zombie classes. Always has been that way. The two classes you referred to...

>Poisons have high knockback and low health.
>Fasts have low health and are slower now than they had been at one point of time

The reason why these two would provide trouble is either you don't exploit the flaws in their class or the players are knowledgeable enough to hide these weaknesses. A fast zombie that makes use of its maneuverability to dodge bullets and spring attacks onto the sides and flank of a human will always survives longer than a fast zombie that relies too much on its speed and tries to rush a para-wielding human straight on. However, the fast class has always been the biggest target for tweaking in zombie mod. It's been modified quite a bit, (I personally like how it is now because I'm use to it) so there's a lot of hope for change, seeing the history of complaints the class gets. But then again, it might not. Like I said, it's been faster before and as of recently, I think people are more concerned about the knockback on the body of the fast zombie rather than the actual speed. People that complain about fast zombies on escape servers usually leave it as a statement that they don't belong. If a thread with good reason is made, fasts might get disabled. You might not even have to, since the fast, deformed, and poison were once disabled for a bit of time until the server was adjusted and they were brought back.

For adding maps or if you see any reason to disable the use of parachutes on a certain map, see: http://www.ibisgaming.com/forums/sho...ost-threads%29
Concerning bunny hopping & escape maps, I agree with Crimson's post: http://www.ibisgaming.com/forums/sho...948#post111948