This was pretty fantastic advice and the slideshow was very informative. Thanks for that!
After taking all of this into consideration, I sketched out a map layout on my phone (it was two in the morning and I made it on my phone - my apologies for the low quality :D).

The first four buildings to the very right would be the Murderer’s possible spawnpoints - four of them so that the two cops aren’t able to just immediately rush to the Murderer’s spawn, automatically knowing where he is. There’s a bit of randomness to it. Then there’s two other sets of four buildings that are just there for environmental purposes. The green area is a park, with trees and stuff the player could hide behind. The blue areas are walkways, streets, alleys, etc. The boxes labeled with a B are banks - these are the three banks the player can rob. The closest one rewards the player with $100, the middle one rewards the player with $150, and the furthest (and closest to the cops, therefor the most risky) one rewards the player with $250. This would give him some incentive to go to one bank over another, and also provides some randomness so that the cops don’t automatically know where the murderer will be. The other buildings that aren’t labeled are just there for environmental purposes again, and I suppose they make the map a little more maze-like, providing more hiding places for the murderer. The building labeled with a C is the camera room, and the place where the cops will start. It’s closer to the banks to give the murderer a challenge - making his escape before the cops can come down and catch him. Additionally, it forces the murderer to explore before he reaches the bank, so that he’ll have a somewhat decent idea of the layout of the map and where he might be able to hide and run afterwards.
I’d love to hear your thoughts on this and get any suggestions you could give. Thanks again!