It's all about translating sound into visual art and make it the best playable map as possible.
The easiest way for you to learn how maps are made to music, is to play other maps made by other players. So you don't have to waste trying out everything yourself. Which is why most newer maps are better than older ones. They lack experience and inspiration. The more of these things, the better maps you usually make.
If you're visually presenting your map in a appealing way and make sure the excitement and feel in music adapts to the beatmap, you will get good rating and people will like your mapping. However you might get less recognising and feedback if the music (which isn't yours) is presented to them in a way they don't like. English songs usually get bad ratings due to this, beatmapping goes both ways in beatmap ratings. Don't forget you can't always blame it on the song.
While mapping, you should always try out every single thing you've mapped throughout the map. If you're experienced enough to be able to play your difficulty perfectly, you may find it much easier to notice flaws and patterns that doesn't play as good as they should.
You can start by dividing the song in different parts by different slider velocities. The slider velocity will determine the overall speed and feel of the beatmap while the song remains unchanged.
Now the slider velocity can always be different in any way, but you have to adapt it to how the music is going to sound. If you expect a lot of long sliders, try using a slower SV since making long sliders are hard to map while at the same time making sure they play good. And vice versa.
You also need to consider the overall feel of the song, is it powerful or not, does the song give out an illusion of faster BPM, etc. So that has to be adapted with spacing and SVs.
When should you use jumps? Jumps are not common in beatmaps since they should only be placed where they are needed. So if we translate that into music, we get something that is sudden and not very common in the song. A sudden but powerful sound in the music? Yes, this is where you should add a jump in the beatmap. Using more jumps than necessary can be tiring and not fun to play.
Sliders should most definitely be used where the sound is stretched out in any way. This can be quite hard to grasp when you're new to mapping but if you're experienced in both mapping and playing, you should automatically expect some notes to be stretched out than others.
Notes are simply put out where short musical notes are heard in the song. The only time a slider is more acceptable to use is when the current sound is less common to hear than the other notes. For example on claps and other hitsounds that can be added in the beatmap.
Note placement:
You want to try to make it as visually good looking as possible while still keeping it fun to play.
So what is beautiful? Well if you've noticed, everything that has to do with geometry in mapping is beautiful. Together with other patterns and notes, whole parts and sections of a map will be beautiful if it's connected geometrically in some sort of way. It's kind of like drawing, you move around with your cursor (with pen or mouse or whatever you're using) and draw things with z and x. But what you draw is notes you're pressing to match music. So what feels good to draw/play? Geometry.
You can use geometry by making multiple non-geometrically shapes, creating an overall geometrical feel. It's all a matter how you analyse things. Being extremely analytic is how you notice details and flaws. That's what you want to be.
The more sudden sudden changes in a map, the more excitement you get out. Using the same parts that you've used previously in the same map can be less exciting than remapping that part. Even though the music sounds exactly the same. You should keep the rhythm the same (or at least similar) but with different note placement. Same distance with jumps and all, but differently placed around in the beatmap.
Problems:
Players tend to ignore what actually is right for the beatmap and focus on what's fun or not. When they then try to map, the result can be quite overmapped and feel to extreme for the actual song.
This can also go the other way around where it's undermapped. Too long and boring breaks which makes it less exciting and so on. If you ask me, only add breaks when you can really hear a calm or/but ending new part after a quite long previous one.
You have to try to balance the beatmap by making it both fun to play and fit to the song. This should mostly be done by following the basic mapping criteria and the simple way of mapping a beatmap explained by me earlier.
Since you can add hitsounds to osu!, you have to make sure they are good too. Now compared to notes and all that shit, hitsounds are sound, just like the music is. From experience and statistics, if the hitsound is placed so that they matches the music, more positive feedback will be received. Are you or the artist better at making sound patterns? You have clearly less exciting sounds to deal with than the artist and the safest way to go is for you is to make the hitsounds after the music.
After time, hitsounds and everything else in a beatmap have become more complex. This is where we're heading. Beatmaps sound and look more like you would imagine in the song. This is how you go about making a beatmap basically.
How do you know if something fits in a map or not? Look up where it fits, see how it is used. If the song matches yours, you should be free to do the same but if not, try using something that would match your song better. Analyse what play good already and see how it would do in your map.