This map is missing hitsounds, all ranked maps require hitsounds. I also recommend changing the hitsound volume based on the intensity of the song, and using the Soft sampleset instead of Normal.
This map uses Perfect Curve Sliders, which are highly discouraged on Titanic. This slider curve type won't work correctly on older clients before late 2012. You can use my modded client to convert 95% identical bezier sliders by selecting all the notes and pressing CONTROL + SHIFT + C. You can then press Okay and it will convert them.
I think aim flow in general in this map feels really odd. You would think that the aim intensity or difficulty would change based on something (down beats, strong vocals) but honestly to me it feels rather random. Take a slider like this 00:30:036 (2) - wouldn't it have felt nice if this strong vocal was emphasized by creating more movement for the player? instead it is a complete standstill, and instead the circle before with little to no song emphasis is the one with movement. Here is another example of a complete head scratcher. This note here 02:33:082 (1) - is super far compared to the previous note of 02:32:614 (2) - it's a distance of 3.64x! Usually you reserve this kind of aim emphasis for large sounds, yet there is almost nothing on 02:33:082 (1), so it feels like aim for the sake of aim. Try to ensure that large aim like this happens on larger sounds, the idea is good but it's not the right time.
As for rhythms although I think you have placed objects on all the important sounds, you sometimes this map makes important sounds passive, and non important sounds active. Take this for example. You have a circle here at 00:28:629 (2) - on an active beat sound, thats great. But when this sound comes back again at 00:29:567 you instead represent this sound with a slidertail which is completely passive. You should make the player start a slider, or hit a circle on active sounds, have the player slider through low emphasis sounds.
I think aesthetics on this map are a bit lacking, objects feel like they are placed with little regard to how they look, or how the player will feel moving through them. You can argue this is subjective, however stuff like this I find very ugly 00:25:582 (4,1,2,3) - with how it overlaps with each other. As the map goes on you begin to experiment with more varied slider shapes, which I think is a good thing, but some of these slider shapes feel forced. Maybe if the map was more consistent on their usage it would feel more cohesive.
As for a first beatmap I think this map shows promise, but you still need some work on making your rhythms, and object placement feel intentionally designed, compared to be just being interesting patterns for the same of trying new things.