This was a pretty cool little project, as per usual the standard of track was good technically wise. The hyper was my favourite ride in all honesty - it had quite an interesting layout that worked well with the surrounding landscape. I thought the triple ride concept was nice and they complemented each other reasonably well too. The invert felt the weakest to me due to the multiple (oddly placed) trims that seemed to kill the flow a bit.
So, I can't tell you why, but for some reason I didn't expect these to be half as good as they were. Maybe it was your lack of detail in the description, which I always like to see more of. I also would have liked to hear more of your thought process behind the floorless, which is by far the least traditional B&M.
I don't have time for a full and detailed rate but you've got three truly excellent coasters here. The invert and hyper are both fairly standard B&Ms but with enough unusual elements or other things thrown in to keep them interesting. The invert was nothing special layout wise (and the hyper was only marginally better in that regard) but the trackwork on both was so good and the scenery and use of the terraforming was so realistic that I can barely fault you for keeping to a more traditional sequencing of elements. Also very impressed by the parabolic hill shaping on the hyper, and the long airtime moments.
I want to say the floorless is really barely a B&M with your shaping, and there are some areas I take issue with (like the first corkscrew). I think if you're going to call a coaster as being from a certain manufacturer, you should make the effort to include at least some of those manufacturer's hallmarks. HOWEVER, my guess is that you were going for more of a Hydra-like shaping, which is fine. But this is why I would have liked to see more about it in the description, and it doesn't save that absolutely whackadoo tight corkscrew after the MCBR.
It's a really solid trio though, set in an absolutely beautifully done landscape. Really, your landscaping is one of the strongest points, which isn't at all a bad thing. These same rides in a less-deftly designed setting would not have had the same punch whatsoever.
Good work.
PS: Present your rides however you want. However, your single screenshot of the pre-lift turns completely belies the quality of your coasters.